I know it looks like a summoner build, but that wasn't my core intention. This idea came about when I saw how the corpse spiders interacted with the pathing of mobs when a nice big pile of them was thrown out. Specifically, the leaping spiders, which alway seemed to find themselves forcing mobs into trying to walking around them. Multiply this by a new course change everytime you add a new jar of spiders, and compound that with the extreme slowdown of unbreakable grasp. Then add in the attention getting burning dogs and big stinker, and mobs will have a hard time even paying the WD a visit.
This all works together wonderfully, I think, with bad medicine, jungle toughness, and gruesome feast. Because the first two increase survivablity for you and pets across the board, and between big stinker and your own corpse explosion, everything should always be poisoned. Which brings me too gruesome feast. It may be risky basing the only damage upper and resource recovery on the random health globe dropping. But they are very common, not a pack went by without atleast two in my experience in just beta.
Horrify is the o crap button.
The idea here is to keep a pack swimming in spiders, and pounding them with corpse explosion as much as possible, which has nice damage, aoe, no cool down, and poisons anyone not under BS influence.
Let me sum in up. I feel this build provides a lot of off target and ally crowding defense, along with flat damage reduction for you and pets. While at the same time blanketing all mobs in a have 40%+ Weapon damage dot (BS, unbreakable grasp, burn dogs) not to mention the hits from the various pets. While at the same time providing a powerful, fast nuke that is also supported by a dps and resource ability.
you only have one defensive skill though. grasp is nice but you cant really spam it either and it will be on CD. its easy to be overwhelmed, especially solo, with your horrify already on cooldown and having only grasp as your defensive skill.
imo survival builds need to have at least 3 defensive/direct cc skills. if this isnt coop build, BM is not really needed. its nice to have, but really you have no real control over big stinkers range and acid cloud you wont be able to spam.
like faceflap said, if you intend to survive, you don't want to be anywhere close to the mobs (but imo in inferno they will find you themselves anyway) so gruesome feast is also fairly useless.
I also think that almost any heavy survival WD build should have spirit vessel.
On the one hand, I lust for the raw dps increase of soul harvest, while at the same time I hate the spell. You gotta be shaking hands with mobs to be able to hit them with it. And five mobs at 16 yards is not a good place for a WD to be. Where as gruesome harvest is a free, no cast similar effect, and it leaves me room for another active.
I will say however, this build lives or dies based on the luck of the health globe. And if that just isn't something take falls in my favor almost everytime, I will switch it to vision quest since I'll almost always have four skills on cooldown.
I was looking however, and you may be right, CE is one of the most mana intensive spells I could possibly pick, and it's not focus damage it's aoe. So what about this switch up instead.
Change the burn dogs to rabid dogs to help spread the posion around, but the big change is the grasping spirit. Which does three things, adds another defensive snare, one I can spam, and adds a potent multi-target point damage spell, and is almost half the mana of CE. Whata thing of that?
I know gruesome feast seems less than appealing, but I'm open to it, especially if I stack +pick up range gear, ;).
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I know it looks like a summoner build, but that wasn't my core intention. This idea came about when I saw how the corpse spiders interacted with the pathing of mobs when a nice big pile of them was thrown out. Specifically, the leaping spiders, which alway seemed to find themselves forcing mobs into trying to walking around them. Multiply this by a new course change everytime you add a new jar of spiders, and compound that with the extreme slowdown of unbreakable grasp. Then add in the attention getting burning dogs and big stinker, and mobs will have a hard time even paying the WD a visit.
This all works together wonderfully, I think, with bad medicine, jungle toughness, and gruesome feast. Because the first two increase survivablity for you and pets across the board, and between big stinker and your own corpse explosion, everything should always be poisoned. Which brings me too gruesome feast. It may be risky basing the only damage upper and resource recovery on the random health globe dropping. But they are very common, not a pack went by without atleast two in my experience in just beta.
Horrify is the o crap button.
The idea here is to keep a pack swimming in spiders, and pounding them with corpse explosion as much as possible, which has nice damage, aoe, no cool down, and poisons anyone not under BS influence.
Let me sum in up. I feel this build provides a lot of off target and ally crowding defense, along with flat damage reduction for you and pets. While at the same time blanketing all mobs in a have 40%+ Weapon damage dot (BS, unbreakable grasp, burn dogs) not to mention the hits from the various pets. While at the same time providing a powerful, fast nuke that is also supported by a dps and resource ability.
I'd love some feedback,
imo survival builds need to have at least 3 defensive/direct cc skills. if this isnt coop build, BM is not really needed. its nice to have, but really you have no real control over big stinkers range and acid cloud you wont be able to spam.
like faceflap said, if you intend to survive, you don't want to be anywhere close to the mobs (but imo in inferno they will find you themselves anyway) so gruesome feast is also fairly useless.
I also think that almost any heavy survival WD build should have spirit vessel.
I will say however, this build lives or dies based on the luck of the health globe. And if that just isn't something take falls in my favor almost everytime, I will switch it to vision quest since I'll almost always have four skills on cooldown.
I was looking however, and you may be right, CE is one of the most mana intensive spells I could possibly pick, and it's not focus damage it's aoe. So what about this switch up instead.
http://eu.battle.net...YXeT!ZcY!aaabYY
Change the burn dogs to rabid dogs to help spread the posion around, but the big change is the grasping spirit. Which does three things, adds another defensive snare, one I can spam, and adds a potent multi-target point damage spell, and is almost half the mana of CE. Whata thing of that?
I know gruesome feast seems less than appealing, but I'm open to it, especially if I stack +pick up range gear, ;).