For act I, everything seems to be working as long as you as you can stack up some decent gear 60. Not even really need resist gears, VQ builds are working fine, just like other much standard/defensive builds.
In the act II, i have hit a wall before I read the great thread by Naught, buy a few resist gears, go for a defensive build (skills wise, not stats wise) and actually get it done in a couple days without much problems. ~25k DPS+, 20-25k HP and ~250-300 resists will get the job done.
Now I would like to discuss about the acts III and IV. I had an interesting discussion with a fellow WD last night, that was supposedly farming Siegebraker VQ style with zombie bears. I was thinking about giving it a shot myself.. Since I read Naught's post, the rather defensive build worked out pretty well for me, but now I feel like in the act III since i'm going to die a LOT anyway, I might aswell try to go for some suicidal build that consists in lowering the HP of the champions/elite packs as much as I can before I get dropped, and finish them off the second or third attempt.
Fellow WDs that are doing good in acts III-IV without GREAT gears of course (nothing above 35k HP - 500 resists - 50k dps buffed), whats your skill build philosophy? Unbreakable grasp/kite kite kite with at least a couple defensive active skills? some VQ build with bats or bears? Something in between?
For act I, everything seems to be working as long as you as you can stack up some decent gear 60. Not even really need resist gears, VQ builds are working fine, just like other much standard/defensive builds.
In the act II, i have hit a wall before I read the great thread by Naught, buy a few resist gears, go for a defensive build (skills wise, not stats wise) and actually get it done in a couple days without much problems. ~25k DPS+, 20-25k HP and ~250-300 resists will get the job done.
Now I would like to discuss about the acts III and IV. I had an interesting discussion with a fellow WD last night, that was supposedly farming Siegebraker VQ style with zombie bears. I was thinking about giving it a shot myself.. Since I read Naught's post, the rather defensive build worked out pretty well for me, but now I feel like in the act III since i'm going to die a LOT anyway, I might aswell try to go for some suicidal build that consists in lowering the HP of the champions/elite packs as much as I can before I get dropped, and finish them off the second or third attempt.
Fellow WDs that are doing good in acts III-IV without GREAT gears of course (nothing above 35k HP - 500 resists - 50k dps buffed), whats your skill build philosophy? Unbreakable grasp/kite kite kite with at least a couple defensive active skills? some VQ build with bats or bears? Something in between?
Would be very interested to read about it
Forget About VQ past Act II. Doesn't matter if you have a nice gear or a bad one, you Must kite, and you will die with 1-2 shoots anyway, so you will always have to Kite/CC with a variation of Darts+Grasp+xxx
I'm interested in this as well. I finally got past Belial last night and the amount of mobs in act 3 really seem to favor a VQ build, but it just wasn't working out for me. I tried out rain of toads (not enough damage), ghost bomb (not too bad), bears (random fireballs kept sniping me) and dire bats (was having mana issues then zerged). I really don't want to go thru this act with Splinters, but it might be the only way :/
I went for the max dps fuck survivability gear and spec with
-Poison darts: Splinters (3x 60%)
-Soul Harvest: Soul to waste (lasts 1min)
-Spirit walk: Honored guest (15%mana/per)
-Hex: Jinx (20% damage)
-Big bad voodoo: Slam dance (30% damage)
-Grasp of the dead: Unbreakable grasp (80% slow)
Passives:
-Tribal Rites (25% cdr on hex and big bad)
-Pierce the veil (20% damage)
-Spirit vessel (second life)
So I stacked the int for maximum damage, I'm at 51k dps without soul harvest and it works pretty well and even better when I have a tank in front of me. All you have to do is not get hit, easy right? Of course when you solo you can't just faceroll and you actually have to pay attention a bit but this build has been working for me.
With the way act 3 /4 monsters behave, it's almost a different game entirely. I find myself taking short stutter steps just to attempt to only put a few monsters on the screen at one time. Most of the time I am only casting when monsters are on the very edge of the screen, barely in my field of vision. Single projectiles (spears and fireballs) from white mobs are often enough to force me to pop spirit walk. I'm beginning to focus more on glass cannon due to this.
If someone has figured out a non-suicide way to cast some of our shorter range spells I'd be interested to hear it, but there are many times where even the range on firebats isn't enough.
I have downed everything in inferno as solo wd. My philosophy is stack 3 things: attack speed, int, move speed. Nothing else matters. I could run with 40k hp or 10k, I would still get one shot by most things. So for now, glass cannon/cc build is the best imo. I run poison darts: splinters, grasp 80% slow, zombie wall with slow, hex with increased dmg, mass confusion with stun (this spell will win you elite fights. sometimes you get lucky and they will actually kill each other), spirit walk (jaunt). Basically I have all cc/utility abilities with poison darts as my dps. I run with 25k ish hp, 50k dmg, 200ish resist (only from int). I have 2.5ish attack speed and 24% move speed. Just kite,cc, darts. Rinse and repeat. Act 3 and 4 were cake.
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In the act II, i have hit a wall before I read the great thread by Naught, buy a few resist gears, go for a defensive build (skills wise, not stats wise) and actually get it done in a couple days without much problems. ~25k DPS+, 20-25k HP and ~250-300 resists will get the job done.
Now I would like to discuss about the acts III and IV. I had an interesting discussion with a fellow WD last night, that was supposedly farming Siegebraker VQ style with zombie bears. I was thinking about giving it a shot myself.. Since I read Naught's post, the rather defensive build worked out pretty well for me, but now I feel like in the act III since i'm going to die a LOT anyway, I might aswell try to go for some suicidal build that consists in lowering the HP of the champions/elite packs as much as I can before I get dropped, and finish them off the second or third attempt.
Fellow WDs that are doing good in acts III-IV without GREAT gears of course (nothing above 35k HP - 500 resists - 50k dps buffed), whats your skill build philosophy? Unbreakable grasp/kite kite kite with at least a couple defensive active skills? some VQ build with bats or bears? Something in between?
Would be very interested to read about it
-Poison darts: Splinters (3x 60%)
-Soul Harvest: Soul to waste (lasts 1min)
-Spirit walk: Honored guest (15%mana/per)
-Hex: Jinx (20% damage)
-Big bad voodoo: Slam dance (30% damage)
-Grasp of the dead: Unbreakable grasp (80% slow)
Passives:
-Tribal Rites (25% cdr on hex and big bad)
-Pierce the veil (20% damage)
-Spirit vessel (second life)
So I stacked the int for maximum damage, I'm at 51k dps without soul harvest and it works pretty well and even better when I have a tank in front of me. All you have to do is not get hit, easy right? Of course when you solo you can't just faceroll and you actually have to pay attention a bit but this build has been working for me.
With the way act 3 /4 monsters behave, it's almost a different game entirely. I find myself taking short stutter steps just to attempt to only put a few monsters on the screen at one time. Most of the time I am only casting when monsters are on the very edge of the screen, barely in my field of vision. Single projectiles (spears and fireballs) from white mobs are often enough to force me to pop spirit walk. I'm beginning to focus more on glass cannon due to this.
If someone has figured out a non-suicide way to cast some of our shorter range spells I'd be interested to hear it, but there are many times where even the range on firebats isn't enough.