So I'm about to move into ACT II with my WD after benching him for a while. But now that I have a solid tank to stand behind, I'm in love once more.
I'm wondering though if Acid Cloud is still a good choice in ACT II as stuff is more spread out and it seems like it only does a good amount of damage to white mobs.
Is there something that I could get more damage out of? I don't like Soul Harvest because of the risk. I don't have amazing DPS or anything, but I think I have enough to at least do Maghda runs instead of Butcher runs haha. I'm at ~32k, again without soul harvest.
I do use the rune that increases the radius of the cloud as it worked the best before. Before release I thought I would like Corpse bomb or whatever its called, but found the slow animation to my disliking. The only thing that I've liked as much was Locust Swarm, but it has the same risk as Soul Harvest, and I wonder if it's damage is enough.
Mostly I just want the Aoe to quickly clear out the larger groups of white mobs as I'll be focusing down one champion/elite at a time other wise.
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maybe with Grasp of Dead (unbreakable grasp), firebomb (with ghost bomb rune) and a fast weapon you can do some good damage... I was wondering that myself and I think it's worth a try for mass mobbing, but probably its going to suck for single target....
Locusts is awesome, problem is it requires you to be too close to mobs. Not as much an issue now since they nerfed damage in Act 2. Thats why I stopped using it; but I used it all the way thru end of hell. I used the first rune (100% chance of spreading twice, not once). Acid cloud sucks; it's too much mana for too little damage. Add locust swarm to the passive that reduces enemy damage if you deal them poison damage and things get interesting.
I'm using ghost bomb now - primarily cuz of its 28 yard range, it's good at highlighting hard to see mobs (if you have enabled health bars) and blows up vases at a good range for extra gold. I'm gonna mess around with other stuff as ghost bomb takes a long time to cast for its damage output.
Locusts is awesome, problem is it requires you to be too close to mobs. Not as much an issue now since they nerfed damage in Act 2. Thats why I stopped using it; but I used it all the way thru end of hell. I used the first rune (100% chance of spreading twice, not once). Acid cloud sucks; it's too much mana for too little damage. Add locust swarm to the passive that reduces enemy damage if you deal them poison damage and things get interesting.
I'm using ghost bomb now - primarily cuz of its 28 yard range, it's good at highlighting hard to see mobs (if you have enabled health bars) and blows up vases at a good range for extra gold. I'm gonna mess around with other stuff as ghost bomb takes a long time to cast for its damage output.
I second the locusts. I started fooling around with a locust gold farming build last night. So far it's fleshing out nicely, and since I never really played with locust that much before I quickly became surprised by how amazing it is on clearing rooms. So try it out, locust swarm with pestilence. In the build I'm still tinkering around with I sometimes spirit walk up to mobs, then I'll harvest soul, locust swarm, and then run away, really, really fast. That combo works fairly well on avoiding any incoming damage. Sadly I have to use gruesome feast, honored guest and swallow your soul to keep my mana relatively stable.
But ya, locust swarm with pestilence, if Blizzard ever ups the range on it, or makes the targetting a little better (sometimes you'll cast it on something, be facing right towards it and it'll just flat out miss, and then you're down 200 mana) I'll be celebrating Christmas early. A friend once called locust swarm something akin to an aoe haunt, but not even haunt spammish build could get me this giddy.
i've been using searing locust since pre-patch 1.03 and it works fine for me. Like all the others spirit (jaunt) -> soul -> searing locust -> grasp
kills those pesky fallen, while grasp prevents them from going after you. Super usefull in act 3 inferno, against those winged demons. I just do that and stay the f*** away, since locust now gets bonus from crit Damage.
They probably won't upgrade the range since it's a semi-melee skill, but they need to fix the targeting... so stupid to annoying to miss using that skill when it's the game's fault.
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I'm wondering though if Acid Cloud is still a good choice in ACT II as stuff is more spread out and it seems like it only does a good amount of damage to white mobs.
Is there something that I could get more damage out of? I don't like Soul Harvest because of the risk. I don't have amazing DPS or anything, but I think I have enough to at least do Maghda runs instead of Butcher runs haha. I'm at ~32k, again without soul harvest.
I do use the rune that increases the radius of the cloud as it worked the best before. Before release I thought I would like Corpse bomb or whatever its called, but found the slow animation to my disliking. The only thing that I've liked as much was Locust Swarm, but it has the same risk as Soul Harvest, and I wonder if it's damage is enough.
Mostly I just want the Aoe to quickly clear out the larger groups of white mobs as I'll be focusing down one champion/elite at a time other wise.
Tired of the same regurgitated blue posts? Want more in depth coverage of
the aspects of the game you want to know about? Check us out!
I'm using ghost bomb now - primarily cuz of its 28 yard range, it's good at highlighting hard to see mobs (if you have enabled health bars) and blows up vases at a good range for extra gold. I'm gonna mess around with other stuff as ghost bomb takes a long time to cast for its damage output.
37k dps raw, 50k w/ soul harvest 5 stack.
I usually open with spirit walk to get close to the mobs for a soul harvest then drop grasp and aoe/single target depending on the group.
It worked better pre ias nerf, i was at 50k raw and 75k w/ 5 stack soul harvest.
I am waiting till I can get my dps back to 50k to start farming act 3 efficiently again.
I second the locusts. I started fooling around with a locust gold farming build last night. So far it's fleshing out nicely, and since I never really played with locust that much before I quickly became surprised by how amazing it is on clearing rooms. So try it out, locust swarm with pestilence. In the build I'm still tinkering around with I sometimes spirit walk up to mobs, then I'll harvest soul, locust swarm, and then run away, really, really fast. That combo works fairly well on avoiding any incoming damage. Sadly I have to use gruesome feast, honored guest and swallow your soul to keep my mana relatively stable.
But ya, locust swarm with pestilence, if Blizzard ever ups the range on it, or makes the targetting a little better (sometimes you'll cast it on something, be facing right towards it and it'll just flat out miss, and then you're down 200 mana) I'll be celebrating Christmas early. A friend once called locust swarm something akin to an aoe haunt, but not even haunt spammish build could get me this giddy.
kills those pesky fallen, while grasp prevents them from going after you. Super usefull in act 3 inferno, against those winged demons. I just do that and stay the f*** away, since locust now gets bonus from crit Damage.
They probably won't upgrade the range since it's a semi-melee skill, but they need to fix the targeting... so stupid to annoying to miss using that skill when it's the game's fault.