Made this fairly quickly. The core build seems good but there probably could be still improvements/preference possibilities.
Basically, you can't perma cast "acid rain" since it costs too much. But, when you use it with DOT "frirebomb", "plague of toads" and "grasp of the dead" (GOTD/FB/POT/AR rotation), this means, you basically go down to an average of approximately 50-60 mana/sec consumption.
Cast AR
4th second: 40% + 57% + 100% + 266% from AR = 463%
This build stacks up pretty nicely with dots and gives a nice damage output in the end. I believe that this is still an occasional build but could definitely offer some great potential in some situations.
Acid rain's power comes from the fact that it is cast "upon a spot" and as a good casting range. Most WD spells are projectiles that will stop at the first thing they hit. Acid rain can allow you to hit a target even if there is a big pack of mobs between you and this target.
It's usefullness will be noticeable when you will be up against powerful ranged units protected by pack of trash mobs. For exemple, a demon caster which would have the ability to bring dead demons back to life and that would be defended by a pack of meele demons . Without a "cast on the spot" spell like acid rain, you would need to find your way around the big pack of meele mobs to kill down the caster. Appart from this usefullness, acid rain as a poor damage/mana ratio and should not be a spell to rely on.
Or you could lure the melee mobs out, kill them and kill the caster later....much safer, much easier, and you dont have to put a terribad skill on your bar.
That would depend on the situation i would guess. I am not a fan of acid rain myself, but i can figure out how it could come handy to me (used with grasp of the dead and fire bomb). We could find some usefullness to this spell even if it's only for a quarter of an act.
Don't forget that the people who will rule this game won't rely upon 1 build. The first time they play normal, the will analyse which build would be best versus this encounter or that encounter and then make the right decisions in later stages of the game.
Acid rain's power comes from the fact that it is cast "upon a spot" and as a good casting range. Most WD spells are projectiles that will stop at the first thing they hit. Acid rain can allow you to hit a target even if there is a big pack of mobs between you and this target.
It's usefullness will be noticeable when you will be up against powerful ranged units protected by pack of trash mobs. For exemple, a demon caster which would have the ability to bring dead demons back to life and that would be defended by a pack of meele demons . Without a "cast on the spot" spell like acid rain, you would need to find your way around the big pack of meele mobs to kill down the caster. Appart from this usefullness, acid rain as a poor damage/mana ratio and should not be a spell to rely on.
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http://us.battle.net/d3/en/calculator/witch-doctor#eZUcRi!hYV!YZccac
Made this fairly quickly. The core build seems good but there probably could be still improvements/preference possibilities.
Basically, you can't perma cast "acid rain" since it costs too much. But, when you use it with DOT "frirebomb", "plague of toads" and "grasp of the dead" (GOTD/FB/POT/AR rotation), this means, you basically go down to an average of approximately 50-60 mana/sec consumption.
The damage output:
Cast GOTD
1st second: 40% damage with slow effect
Cast FB
2nd second: 40% + 57% from FB = 97%
Cast ROT
3rd second: 40% + 57% + 100% from ROT = 197%
Cast AR
4th second: 40% + 57% + 100% + 266% from AR = 463%
This build stacks up pretty nicely with dots and gives a nice damage output in the end. I believe that this is still an occasional build but could definitely offer some great potential in some situations.
That would depend on the situation i would guess. I am not a fan of acid rain myself, but i can figure out how it could come handy to me (used with grasp of the dead and fire bomb). We could find some usefullness to this spell even if it's only for a quarter of an act.
Don't forget that the people who will rule this game won't rely upon 1 build. The first time they play normal, the will analyse which build would be best versus this encounter or that encounter and then make the right decisions in later stages of the game.
It's usefullness will be noticeable when you will be up against powerful ranged units protected by pack of trash mobs. For exemple, a demon caster which would have the ability to bring dead demons back to life and that would be defended by a pack of meele demons . Without a "cast on the spot" spell like acid rain, you would need to find your way around the big pack of meele mobs to kill down the caster. Appart from this usefullness, acid rain as a poor damage/mana ratio and should not be a spell to rely on.