Hi, so far I have been playing only monks and wizards, HC all the time.
I have always wanted pet WD, but till 1.0.4 pet builds were simply too bad, so ive waited... now its possible and here im!
First thing what hit me, compared to monk and wizard forums, is lack of any extensive build guide, especialy HC builds, leaving me to come with one myself.
Now before you start with ranting how bad it is, let me explain my idea behind this HC wise.
1) Firebomb - Flash Fire: From what i have read and seen in videos it does wonders, my other choice would be Ghost Bomb. Thoughts?
2) Spirit Barrage - Manitou: A bit strange choice for most of you, i know, most would pick Acid Cloud or such, but my idea is to have constant dps, even when running away (important in HC, especialy WD is all about running). Also its cast and forget, not demanding my attention, aiming or mana, leaving me free to focus on survival.
3) Spirit Walk - Healing Journey: A must have. I took Healing Journey becouse as HC player, im going to use it to safe my hide, not to rush in between mobs to cast Soul Harvest. I dont wanna use Soul Harvest on HC. I know, its awesome dmg boost, but you have to be far too close to mobs for it, and thats damn dangerous and its taking away my attention to keep my eye on timer.
4) Horrify - Stalker: Another uncommon choice. Again, when things dont go as planned its time to retreat, this gives me nice chance to actualy escape from angry pack of elites. Since elite packs are not healing or enraging anymore, it gives me possibility to hit and run till they are dead.
5) ZD - Leeching Beasts: Some would say dogs are still not worth it, I agree the dmg is pathetic, but having 3 dmg soakers who also heal you is very nice thing.
6) Gargantuan - Humongoid: HULK SMASH!
Passives:
Jungle Fortitude: No brainer, especialy for HC.
Pierce the Veil: Very nice dps boost, especialy for build which is not using mana spenders.
Spirit Vessel: HC mandatory. Also those 2 seconds are VERY handy.
Other choices:
Acid Cloud (Acid Rain or LBB) instead of Barrage to clear out "weak" mobs while focusing down strong ones by Flaming Darts.
Mass Confusion (Unstable Realm) instead of dogs or Horrify (especialy if i get my hands on Last Breath knife)
Multiple "summoner" passives instead of Veil.
Now, your input pls, preferably from HC WD player who is still alive.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
I agree with Derwiv that you're going to want some kind of mana spender. You can fire off a few nukes while you're running, this doesn't prevent the playstyle you're talking about. You'll find the range on Manitou isn't very conducive to kiting anyway. As stated, the life on hit returns from Acid Rain are simply amazing.
Other than that, you could consider Jaunt instead of Healing Journey. I've just never been impressed by the heal amount on this ability, whereas the 3 seconds of Jaunt feels like an eternity. You should be able to get yourself out of ANY situation whenever you pop spirit walk, where as sometimes 2 seconds isn't quite enough to clear something, and if the situation is already bad 14% life isn't going to save you.
The last thing to consider would be Bruiser rune for your Garg (Again I say consider because your build is already very solid, just something to try). The radius on the CC is amazing, it's really useful for locking down elites, and he uses the ability about once every 3 seconds or so.
Horrify was awesome before the patch. I have no idea why they lowered the cooldown, but this ability is even better now.
Manitou has 15 yards range only? Are you sure? This is taken from official patch notes:
Skill Rune – Manitou
Changed from 28% weapon damage every second for 20 seconds (for a total of 560% weapon damage) to 1667% weapon damage over 20 seconds
Search radius for targets has been increased from 20 yards to 30 yards
Proc coefficient reduced from 0.5 to 0.125
No longer shows a buff icon
As i said, i prefer using Healing Journey to Jount, becouse simply sometimes escaping is not eneugh, especialy boss fights.
I have checked profiles of several HC WDs i found on forum, most of them are using leeching beasts (and profile says they have cleared hc inferno)
The reason i cannot change Veil so easily for Blood Ritual is the fact i cannot focus too much on dps gear - any dps boost is severely needed, otherwise i get owned by bosses enrage timer.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
Hmm, too bad :/ Im not there yet (lvl 36 so far), but ill definitely at least try it, and then change to something else. There is several possible spells i could use...
Hindering spells:
Grasp of the Dead - basicaly any rune except for Rain of Corpses
Wall of Zombies - Unrelenting grip
Hex - Hedge magic
Mass Confusion (which rune?)
Help pick the right one.
Also looked more into Blood Ritual, and in case ill be using mana spender nuke ablity, it could be better than Veil. Since im going to transform gear from my wiz which is giving me 60k hp, it would add me godly 600 hp regen... along with 450 hp regen from that gear (1050 woot), leeching beasts and healing journey i would be pretty much set.
Another possible route would be going for fire build which is so popular right now. Get my hands on Sankis axe and go for HC version of that build... http://eu.battle.net/d3/en/calculator/witch-doctor#bhUXYT!ace!cccZca (imo any other dogs than leeching beasts are not worth it on HC)
Edit: Verowar, we have been writing our posts at once, making a nice duplicate xD
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
I just got my hands on Searing Axe of Sankis... average one, but still awesome with bonus fire dmg, shitloads of loh and occasional dmg shield. Which leaves me the only option, and thats to pick fire skills.
Now, you see there are some spots left and thats where i need your opinions again
Primary dmg spell - It has to be fire, leaving me only with Flaming Dart, Flaming Spiders, Flash Fire or Ghost Bomb. What do you think?
Secondary dmg spell - From what i have seen, everyone using new Sankis axe uses Searing Locust.
Primary defensive spell - Healing journey, no doubt
Secondary defensive spell - I cant rly decide between Horrify Stalker (which is imo great if anything gets to you or you run into teleporters/vortex) or some hindering spell like Wall of Zombies or Grasp...
Primary summon spell - Dogs. Propably Leaching Beasts. My only question here is, do Burning dogs inflict fire dmg by their atack, or it is still physical and the only fire dmg is from their fiery aura? If all dmg is converted into fire, it would be worthwhile with Sankis axe.
Secondary summon spell - Gargantuan. I have chosen Humongoid over Stinker and Bruiser. The cleave is simply superior.
Passives- Spirit Vessel is a must, Jungle Fortitude and Blood Ritual (coz i rly like it) are obvious choices, what bothers me is having no spot for Fierce Loyalty, which would have rly nice synergy with Blood Ritual... oh well, i cant have everything.
As for follower, i cant decide in between templar and enchantress, both have their pros and cons...
Templar
Pros: 1) If something gets to me, he will stop it. 2) Nice hp regen boost for both myself and pets (especialy when not having Fierce Loyalty)
Cons: 1) Sometimes stays in Garg's way. 2) Low dmg 3) Arent 4 melee allys eneugh?
Enchantress
Pros: 1) High dmg. 2) Passive boost to both myself and pets. 3) Ranged, doesnt get in way of pets.
Cons: 1) If something gets to me. she wont help me and in case of dying i would never forget myself not having templar with Guardian and Intervene...
Dont let me down folks, we are heading to an end of this thread
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
i can give you some:
1. WD is the most flexible class in the game, can tank, can dps, can cc. the disadvantage is, you can't focus on one build alone.
2. the best WD's in HC (which is me), would need to change skills and items often depending on which packs and affixes i am fighting. if you don't, you'll probably gonna die. oh NV stacks? fuck that, i rather survive than have MF, you know what i mean?
3. if you wanna farm with NV stacks, do it with a tank (if you're dps), or farm with a dpser (if you're pet build).
4. now for specific skills and item builds, it's pretty straight-forward, use the ones that fits your current role in the current game.
5. and lastly, don't be OCD on which rune to get (splinters or flame dart), imo it doesn't matter, if you need a primary attack, just choose one and master its use. if you need a mana spender, choose one that you think you feel comfortable with and master that. to be successful in HC as a WD, it's really not the skills that you picked, it's mostly the decisions you make pre- and mid-fight.
i'll give you an example, you're fighting fire chains with fast affix. and suddenly you can't kite effectively. so what do you do? well, first of all, i won't engage before i change my skills and items to the proper ones. and then i go back in with hex, jaunt, army, bruiser, and horrify. funnel them into a choke and cast army. now you see, it suddenly becomes easy to fight. any one of them comes near, they either get hexed or stunned or feared.
i'll give you an example, you're fighting fire chains with fast affix. and suddenly you can't kite effectively. so what do you do? well, first of all, i won't engage before i change my skills and items to the proper ones. and then i go back in with hex, jaunt, army, bruiser, and horrify. funnel them into a choke and cast army. now you see, it suddenly becomes easy to fight. any one of them comes near, they either get hexed or stunned or feared.
I everytime they get to me i cast Horrify - Stalker and run away along with Healing journey, making my pets teleport to me and engage in combat again...
Still more questions unaswered... do fire dogs actualy do fire dmg by atack or aura only? Are Dire Bats viable for fire build instead of Searing Locust? Which prime spell? Which follower?
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
Templar dies often and when he dies, you lose the life regeneration buff (along with his "protection"). This is why you will want to use Enchantress. Enchantress' attack speed and armor buff are permanent, even if she dies. Enchantress also gives you some amount of crowd control as well. She doesn't die as often, because she is a ranged follower.
Any bonuses to fire attacks, only affect the burning dogs aura (2% per sec).
If you want to use Locust Swarm, I would recommend using Ghost Bomb. The AoE amount is ridiculous when these two skills are combined.
I never recommend Dire Bats to hardcore players. The bats are slow and they "wiggle" when they fly. This means that you will miss them more than you want. Instead, I have always suggested to try out "Zombie Charger - Explosive Beast". this skill is similar to Dire Bats, but doesn't go through targets. The explosive beast will run fast in a straight line to the target and then explode for 236% damage as fire (8 yard explosion means small AoE). I have personally found this skill to be more reliable than Dire Bats.
If you change Locust Swarm from your build, I would recommend Firebomb - Flash Fire. It does decent single-target damage and works great against multiple enemies.
Thanks a lot for desired answers! :Thumbs Up:
I will propably try out Blazing Spiders along with Searing Locusts (however if i find Searing Locust cast range too short ill propably try Explosive beasts or something else).
The great thing about spiders is they crit and their dmg is not reflected by elites (from what i have heard, needs confirmation) and they also proc loh now, which is simply awesome. Furthermore, they are good for both single target dps and packs, not losing any of their dps potential. Flash Bomb has to bounce, Rain of Toads is easily avoidable, darts can miss... spiders go and bite.
i can give you some:
1. WD is the most flexible class in the game, can tank, can dps, can cc. the disadvantage is, you can't focus on one build alone.
2. the best WD's in HC (which is me), would need to change skills and items often depending on which packs and affixes i am fighting. if you don't, you'll probably gonna die. oh NV stacks? fuck that, i rather survive than have MF, you know what i mean?
3. if you wanna farm with NV stacks, do it with a tank (if you're dps), or farm with a dpser (if you're pet build).
4. now for specific skills and item builds, it's pretty straight-forward, use the ones that fits your current role in the current game.
5. and lastly, don't be OCD on which rune to get (splinters or flame dart), imo it doesn't matter, if you need a primary attack, just choose one and master its use. if you need a mana spender, choose one that you think you feel comfortable with and master that. to be successful in HC as a WD, it's really not the skills that you picked, it's mostly the decisions you make pre- and mid-fight.
i'll give you an example, you're fighting fire chains with fast affix. and suddenly you can't kite effectively. so what do you do? well, first of all, i won't engage before i change my skills and items to the proper ones. and then i go back in with hex, jaunt, army, bruiser, and horrify. funnel them into a choke and cast army. now you see, it suddenly becomes easy to fight. any one of them comes near, they either get hexed or stunned or feared.
Tried out Bruiser and it simply cannot match Humongoid. His slam atack is not frequent eneugh and stun on elites is so short its not even noticable. Not to mention he hits only one target. And this has been tested on hell only, cant imagine how bad he is on inferno. Nopes, Humongoid all the way.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
bruiser is for clutch moments. you have no idea how many times it saved my life. i'm on spirit vessel already trying to run away with my spirit walk on cooldown. fast molten guys in A2 that explodes into poison when killed chasing me. bruiser ported to my body after spirit vessel expired and stunned that guy for a second, allowed my spirit walk to come back up, spirit walked back to wp and lived to die another day. also, stun hits multiple targets, it's an aoe spell which is why he is slamming the ground instead of the target itself.
i use humongoid too, only when i use bbv spec and legion of daggers. this is pretty useful in A4 where i could get surrounded pretty easily. cleave usually procs my freeze on hit on multiple targets then i could just stand there beside my garg and spam toads while my army protects me from melee. works best on Iskatu.
dude, there is really no "one-build-that-owns-all" for WD. not like barbs and monks, where it's all about loh, revenge and spamming mantras. and they die only because of dc or because they get perma-frozen. we however need to rely on specific things for specific situations.
You know, maybe if you had had humongoid superior dmg all the time those elites chasing you would be dead and you would be safe... i have checked many WD profiles using summoning builds similiar to mine - nearly all of them are using humongoid. Including the HC ones.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
After nearly dying several times when trying to cast Searing Locust ive decided its simply not worth the risk on HC. Same goes for Soul Harvest.
So far going with Dire Bats as my mana spender and it works wonder with its awesome range (entire screen) and dmg (since it passes everything it actualy does MUCH more dmg than Explosive Beasts). Definitely the #1 choice for HC fire WD.
Still testing out Blazing Spiders vs. Flash Fire, but those 2 are realy the only viable options for HC fire WD for 2 reasons: 1) You dont actualy have to aim. 2) They can shoot behind corners.
You know, maybe if you had had humongoid superior dmg all the time those elites chasing you would be dead and you would be safe... i have checked many WD profiles using summoning builds similiar to mine - nearly all of them are using humongoid. Including the HC ones.
and how many dead wd's do they have? dude, do what you want man. i'm pretty sure you'll die eventually.
Slowly progressing through act 1 effortlessly (dont have much time to play). So far i didnt had to use single HP potion with this build http://eu.battle.net...UXYT!ace!cacZca (using sankis axe).
Dire bats have no competision, they are the #1 in fire nuke spells.
Blazing spiders vs Flesh Fire. Hard to decide, tested both, They are equal.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
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I have always wanted pet WD, but till 1.0.4 pet builds were simply too bad, so ive waited... now its possible and here im!
First thing what hit me, compared to monk and wizard forums, is lack of any extensive build guide, especialy HC builds, leaving me to come with one myself.
This is what i came up with http://eu.battle.net...UXYT!aWe!accZca
Now before you start with ranting how bad it is, let me explain my idea behind this HC wise.
1) Firebomb - Flash Fire: From what i have read and seen in videos it does wonders, my other choice would be Ghost Bomb. Thoughts?
2) Spirit Barrage - Manitou: A bit strange choice for most of you, i know, most would pick Acid Cloud or such, but my idea is to have constant dps, even when running away (important in HC, especialy WD is all about running). Also its cast and forget, not demanding my attention, aiming or mana, leaving me free to focus on survival.
3) Spirit Walk - Healing Journey: A must have. I took Healing Journey becouse as HC player, im going to use it to safe my hide, not to rush in between mobs to cast Soul Harvest. I dont wanna use Soul Harvest on HC. I know, its awesome dmg boost, but you have to be far too close to mobs for it, and thats damn dangerous and its taking away my attention to keep my eye on timer.
4) Horrify - Stalker: Another uncommon choice. Again, when things dont go as planned its time to retreat, this gives me nice chance to actualy escape from angry pack of elites. Since elite packs are not healing or enraging anymore, it gives me possibility to hit and run till they are dead.
5) ZD - Leeching Beasts: Some would say dogs are still not worth it, I agree the dmg is pathetic, but having 3 dmg soakers who also heal you is very nice thing.
6) Gargantuan - Humongoid: HULK SMASH!
Passives:
Jungle Fortitude: No brainer, especialy for HC.
Pierce the Veil: Very nice dps boost, especialy for build which is not using mana spenders.
Spirit Vessel: HC mandatory. Also those 2 seconds are VERY handy.
Other choices:
Acid Cloud (Acid Rain or LBB) instead of Barrage to clear out "weak" mobs while focusing down strong ones by Flaming Darts.
Mass Confusion (Unstable Realm) instead of dogs or Horrify (especialy if i get my hands on Last Breath knife)
Multiple "summoner" passives instead of Veil.
Now, your input pls, preferably from HC WD player who is still alive.
Other than that, you could consider Jaunt instead of Healing Journey. I've just never been impressed by the heal amount on this ability, whereas the 3 seconds of Jaunt feels like an eternity. You should be able to get yourself out of ANY situation whenever you pop spirit walk, where as sometimes 2 seconds isn't quite enough to clear something, and if the situation is already bad 14% life isn't going to save you.
The last thing to consider would be Bruiser rune for your Garg (Again I say consider because your build is already very solid, just something to try). The radius on the CC is amazing, it's really useful for locking down elites, and he uses the ability about once every 3 seconds or so.
Horrify was awesome before the patch. I have no idea why they lowered the cooldown, but this ability is even better now.
I have checked profiles of several HC WDs i found on forum, most of them are using leeching beasts (and profile says they have cleared hc inferno)
The reason i cannot change Veil so easily for Blood Ritual is the fact i cannot focus too much on dps gear - any dps boost is severely needed, otherwise i get owned by bosses enrage timer.
Dps spells:
Lob Blob Bomb
Acid Rain
Spider Queen
Locust Swarm (which rune?)
Hindering spells:
Grasp of the Dead - basicaly any rune except for Rain of Corpses
Wall of Zombies - Unrelenting grip
Hex - Hedge magic
Mass Confusion (which rune?)
Help pick the right one.
Also looked more into Blood Ritual, and in case ill be using mana spender nuke ablity, it could be better than Veil. Since im going to transform gear from my wiz which is giving me 60k hp, it would add me godly 600 hp regen... along with 450 hp regen from that gear (1050 woot), leeching beasts and healing journey i would be pretty much set.
Another possible route would be going for fire build which is so popular right now. Get my hands on Sankis axe and go for HC version of that build... http://eu.battle.net/d3/en/calculator/witch-doctor#bhUXYT!ace!cccZca (imo any other dogs than leeching beasts are not worth it on HC)
Edit: Verowar, we have been writing our posts at once, making a nice duplicate xD
These skills are set in stone for me http://eu.battle.net...U.YT!ace!.cc..a
Now, you see there are some spots left and thats where i need your opinions again
Primary dmg spell - It has to be fire, leaving me only with Flaming Dart, Flaming Spiders, Flash Fire or Ghost Bomb. What do you think?
Secondary dmg spell - From what i have seen, everyone using new Sankis axe uses Searing Locust.
Primary defensive spell - Healing journey, no doubt
Secondary defensive spell - I cant rly decide between Horrify Stalker (which is imo great if anything gets to you or you run into teleporters/vortex) or some hindering spell like Wall of Zombies or Grasp...
Primary summon spell - Dogs. Propably Leaching Beasts. My only question here is, do Burning dogs inflict fire dmg by their atack, or it is still physical and the only fire dmg is from their fiery aura? If all dmg is converted into fire, it would be worthwhile with Sankis axe.
Secondary summon spell - Gargantuan. I have chosen Humongoid over Stinker and Bruiser. The cleave is simply superior.
Passives- Spirit Vessel is a must, Jungle Fortitude and Blood Ritual (coz i rly like it) are obvious choices, what bothers me is having no spot for Fierce Loyalty, which would have rly nice synergy with Blood Ritual... oh well, i cant have everything.
As for follower, i cant decide in between templar and enchantress, both have their pros and cons...
Templar
Pros: 1) If something gets to me, he will stop it. 2) Nice hp regen boost for both myself and pets (especialy when not having Fierce Loyalty)
Cons: 1) Sometimes stays in Garg's way. 2) Low dmg 3) Arent 4 melee allys eneugh?
Enchantress
Pros: 1) High dmg. 2) Passive boost to both myself and pets. 3) Ranged, doesnt get in way of pets.
Cons: 1) If something gets to me. she wont help me and in case of dying i would never forget myself not having templar with Guardian and Intervene...
Dont let me down folks, we are heading to an end of this thread
so you want advice from the #1 WD in the world (http://www.diabloprogress.com/hero/haxudon-1181/VolJin/22143084)?
i can give you some:
1. WD is the most flexible class in the game, can tank, can dps, can cc. the disadvantage is, you can't focus on one build alone.
2. the best WD's in HC (which is me), would need to change skills and items often depending on which packs and affixes i am fighting. if you don't, you'll probably gonna die. oh NV stacks? fuck that, i rather survive than have MF, you know what i mean?
3. if you wanna farm with NV stacks, do it with a tank (if you're dps), or farm with a dpser (if you're pet build).
4. now for specific skills and item builds, it's pretty straight-forward, use the ones that fits your current role in the current game.
5. and lastly, don't be OCD on which rune to get (splinters or flame dart), imo it doesn't matter, if you need a primary attack, just choose one and master its use. if you need a mana spender, choose one that you think you feel comfortable with and master that. to be successful in HC as a WD, it's really not the skills that you picked, it's mostly the decisions you make pre- and mid-fight.
i'll give you an example, you're fighting fire chains with fast affix. and suddenly you can't kite effectively. so what do you do? well, first of all, i won't engage before i change my skills and items to the proper ones. and then i go back in with hex, jaunt, army, bruiser, and horrify. funnel them into a choke and cast army. now you see, it suddenly becomes easy to fight. any one of them comes near, they either get hexed or stunned or feared.
I everytime they get to me i cast Horrify - Stalker and run away along with Healing journey, making my pets teleport to me and engage in combat again...
Still more questions unaswered... do fire dogs actualy do fire dmg by atack or aura only? Are Dire Bats viable for fire build instead of Searing Locust? Which prime spell? Which follower?
Thanks a lot for desired answers! :Thumbs Up:
I will propably try out Blazing Spiders along with Searing Locusts (however if i find Searing Locust cast range too short ill propably try Explosive beasts or something else).
The great thing about spiders is they crit and their dmg is not reflected by elites (from what i have heard, needs confirmation) and they also proc loh now, which is simply awesome. Furthermore, they are good for both single target dps and packs, not losing any of their dps potential. Flash Bomb has to bounce, Rain of Toads is easily avoidable, darts can miss... spiders go and bite.
So this will most likely be my finalized build, utilizing Sankis Axe (no other fire buffing items like Stone of Jordan have been recorded on HC AH yet) and enchantress http://eu.battle.net/d3/en/calculator/witch-doctor#bhUXYT!ace!cccZca
Note: I will try out Bruiser as was sugested when i get there, im still lvl 47 for now (but hey i was lvl 1 when i was starting this thread!)
lol
i use humongoid too, only when i use bbv spec and legion of daggers. this is pretty useful in A4 where i could get surrounded pretty easily. cleave usually procs my freeze on hit on multiple targets then i could just stand there beside my garg and spam toads while my army protects me from melee. works best on Iskatu.
dude, there is really no "one-build-that-owns-all" for WD. not like barbs and monks, where it's all about loh, revenge and spamming mantras. and they die only because of dc or because they get perma-frozen. we however need to rely on specific things for specific situations.
After nearly dying several times when trying to cast Searing Locust ive decided its simply not worth the risk on HC. Same goes for Soul Harvest.
So far going with Dire Bats as my mana spender and it works wonder with its awesome range (entire screen) and dmg (since it passes everything it actualy does MUCH more dmg than Explosive Beasts). Definitely the #1 choice for HC fire WD.
Still testing out Blazing Spiders vs. Flash Fire, but those 2 are realy the only viable options for HC fire WD for 2 reasons: 1) You dont actualy have to aim. 2) They can shoot behind corners.
Current build looks like this and i can say it rly works very well so far http://eu.battle.net...UXYT!ace!aacZca
and how many dead wd's do they have? dude, do what you want man. i'm pretty sure you'll die eventually.
Slowly progressing through act 1 effortlessly (dont have much time to play). So far i didnt had to use single HP potion with this build http://eu.battle.net...UXYT!ace!cacZca (using sankis axe).
Dire bats have no competision, they are the #1 in fire nuke spells.
Blazing spiders vs Flesh Fire. Hard to decide, tested both, They are equal.