Not spamming helps, but I'm still losing it while being very very careful to just press it once. It's cost me quite a few deaths doing high solo and group GRs, now that I'm actually paying attention to how often the buff is lost.
Yes, it does happen very often and just when you need that Languish rune the most! Please post a "confirmed" on the bug forum report. It helps draw attention to the issue.
Description: The buff provided by the Soul Harvest spell is sometimes lost/dropped if you spam the key as it's coming up on CD.
This is NOT a display bug, the actual stats from the buff are lost.
Here's a video pointing out to a very evident instance of the issue happening at timeframe 2:09. Though if you look from the very start it happens multiple times. Just keep an eye on the SH buff and me spamming the key:
This is a critical problem for WDs pushing high GRs! Specially those of us pushing solo, that rely on the added buff from SH to stay alive in the middle of a pack as we cast bears. It means losing not just added resistance from the extra int, but the languish rune as well.
For now the best solution is make sure you press SH once and make sure you got the buff, if not, press it again, but never spam! and ONLY after CD has lapsed.
Ok, I think I understand what confused me now. Oculus is just buffing my DMG. F&R is buffing my total damage output. In that case yes, then it should be better. I don't understand then why does it seem faster with CoE + Oculus. Could it be the CoE makes that much a diff? It does apply to my darts, frozen piranhas and then physical fetish attacks.
Either way, thanks for bringing it to my attention! It's been a while and I'm just coming back. I forget how specific some buffs are. Gotta read more carefully next time
You're most likely right, for higher grifts where you need the sustained stable output of a constant +50%, but for speed grifting where mobs are dying in seconds, I tried F&R vs CoE + Oculus and the latter felt much much zippier. The proc from Oculus is up almost always. I just need to move from buff area to buff area as I kill, pop Slam Dance and watch things melt. And when that CoE comes around to poison it's nasty...
Also, I didn't mention, but for those of us that can't spend endless days farming paragon, there is no chance to do anything better than what I'm doing. Kill as fast as possible for chances to get ancient loot and grind paragon slowly. That is whom this build for.
Either way, your reply is appreciated, but the argument expected. You can think of this as an option for those that haven't gotten F&R.
1) You don't have any "Life on Hit" items on your profile; you probably want to switch the dogs rune from "Leeching Beasts" to "Life Link", which combined with your mojo will make 36% of the damage you take go to your dogs.
2) Try "Phantasm" rune for some extra DPS from SB.
3) Swap "Zombie Handler" for "Pierce The Veil". Dog damage sucks, and switching to "Life link" as mentioned on #1 will work just fine with 3 dogs. And since you are using "Rush of Essence", you won't be out of mana as you are getting quite a lot mana regen every time you cast SB, Haunt and Spirit Walk.
4) If you do feel running out of mana switch to "Honored Guest" rune on "Spirit Walk" as, again, with "Life Link" you should be taking quite a lot less damage.
@Defleshed thanks for the suggestion! hexing pants are very very nice indeed. They never dropped for me though, and now I completed 6 piece jade harvester and can't break the set as the 6 piece bonus is the very best you can get for DoT spec.
You know, I have never given zombie piranhas a try, I'll check it out. I was thinking of switching the rune to Bogadile, since it's the only way I can get a "stun" effect to trigger the "haunt of vaxo" (http://us.battle.net/d3/en/item/haunt-of-vaxo) proc.
Illusory boots are very very nice indeed. Specially in high torment rifting. Wish I could use them, but again I need to keep the 6 piece jade bonus.
As far as +cold, +poison, I have a bit more cold than poison. I think balance is good and locust spreads a lot quicker and to a much bigger crowd of mobs. There are some dungeons where I cast locust once and it will spread out through the entire dungeon pretty much, provided the mobs are close enough to each other, so having some +poison definitely helps.
I have also started experimenting with cooldown reduction instead of CHD. I got a helm gem and enchanted my Royal Ring of Grandeur with it and it's working out very very nicely. Even though Grave Injustice lowers the CD a lot, having it even shorter I have been able to pretty much spam "soul harvest" for the jade 6 piece bonus, dishing out ridiculous damage in T5 rifts!
@Justusy: I believe you're speaking strictly individual DPS, yet Mass Confusion provides a group DPS boost + crowd control + DPS boost from charmed mobs attacking each other. I suggest replacing Soul Harvest > Spirit Barrage (Well of Souls), rather than Mass Confusion > Spirit Barrage (Phantasm).
I tried Phantasm and I don't see how it's better than Well of Souls for several reasons:
1) Phantasm is 675% DMG, but over 5 seconds. Well of Souls is 425%+65%+65%+65% instantaneous.
2) Range of Phantasm is very limited, only 10 yards for each spectre. Well of Souls can be cast from very far away and it hits through environment blockages like walls and closed doors.
3) Crits on Phantasm are per cast, not per hit of the spectre. Well of Souls is also per cast, but as it does it's damage instantaneously, each subsequent cast has a chance to crit. While phantasm you'll be waiting 5 seconds to see if the next spectre will crit.
4) Phantasms are static, mobs move around, also the spectres are pretty much impossible to see when a group is unloading tons of other spells on the mobs. You also lose situational awareness by having to keep track of the 3x5 second timers (1 for each cast) to know when to cast the next Phantasm.
@Justusy, I have my doubts about Phantasm providing more DPS or being more useful than Well of Souls for several reasons:
1) Range is very limited on Phantasm, only 10 yards per spectre, and they are static; mobs move around. Meanwhile Well of Souls can hit from very far away and through things like walls and closed doors.
2) Crit chance seems to be per cast, not per hit, so if the casted spectre didn't crit to begin with, it won't crit for the entire 5 seconds, while with Well of Souls each hit has a chance to crit.
3) You waste time focusing on keeping track of having to recast the spectres every 5 seconds and the effect is barely noticeable while in a group where everyone is casting tons of spells on the mobs. With Well of Souls you just channel it as you would Firebats. If you've DoTed everything in sight with Haunt, you won't run out of mana.
4) It's 625% over 5 seconds. Well of Souls is %425+65%+65%+65% instantaneous.
As far as Mass Confusion, if you're strictly speaking individual DPS, yes others spells will boost it more, but playing in a group it enhances everyone's DPS, provides crowd control and an additional DPS boost from the charmed mobs attacking each other. I suggest replacing Soul Harvest > Spirit Barrage, rather than Mass Confusion > Spirit Barrage.
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If anyone wants to tag along.
I had a full ancient jade set already and pretty much everything else to start messing with the new build.
On twitch: http://www.twitch.tv/corosou
Continuing the work from my Jade 2.3 T10 viable build page here: http://www.diablofans.com/builds/66603-t10-viable-jade-2-3
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Quick update:
Not spamming helps, but I'm still losing it while being very very careful to just press it once. It's cost me quite a few deaths doing high solo and group GRs, now that I'm actually paying attention to how often the buff is lost.
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Yes, it does happen very often and just when you need that Languish rune the most! Please post a "confirmed" on the bug forum report. It helps draw attention to the issue.
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Below is the copy and paste of this bug report I just submitted:
http://us.battle.net/d3/en/forum/topic/19288699587
Description: The buff provided by the Soul Harvest spell is sometimes lost/dropped if you spam the key as it's coming up on CD.
This is NOT a display bug, the actual stats from the buff are lost.
Here's a video pointing out to a very evident instance of the issue happening at timeframe 2:09. Though if you look from the very start it happens multiple times. Just keep an eye on the SH buff and me spamming the key:
https://www.youtube.com/watch?feature=player_detailpage&v=FdHaWLqCl1A#t=120
This is a critical problem for WDs pushing high GRs! Specially those of us pushing solo, that rely on the added buff from SH to stay alive in the middle of a pack as we cast bears. It means losing not just added resistance from the extra int, but the languish rune as well.
For now the best solution is make sure you press SH once and make sure you got the buff, if not, press it again, but never spam! and ONLY after CD has lapsed.
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Link removed. Please see our rules - no stream advertising, thanks.
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Yeah I got it now. Thanks for taking the time to explain.
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Ok, I think I understand what confused me now. Oculus is just buffing my DMG. F&R is buffing my total damage output. In that case yes, then it should be better. I don't understand then why does it seem faster with CoE + Oculus. Could it be the CoE makes that much a diff? It does apply to my darts, frozen piranhas and then physical fetish attacks.
Either way, thanks for bringing it to my attention! It's been a while and I'm just coming back. I forget how specific some buffs are. Gotta read more carefully next time
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I understand sheet damage is not your true damage.
Does the F&R buff apply differently than the Oculus one?
My point is that when I'm in a Oculus buff area and Poison is up on CoE, that's better than F&R. Am I mistaken?
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I guess it really comes down to several combos, each with its own benefits.
Here's what I've played around with:
Focus + Restraint + RRG(cube) = Sustained/Stable +50% dmg
CoE + Pox + Oculus = Burst damage
Unity + Pox + Oculus = Burst damage + Survivability (solo T10)
CoE + RRG + Oculus = Aughild's 3-piece bonus
Unity + RRG + Oculus = Aughild's 3-piece + Unity
F&R sort of locks you into one build build. Oculus gives you several options to consider.
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You're most likely right, for higher grifts where you need the sustained stable output of a constant +50%, but for speed grifting where mobs are dying in seconds, I tried F&R vs CoE + Oculus and the latter felt much much zippier. The proc from Oculus is up almost always. I just need to move from buff area to buff area as I kill, pop Slam Dance and watch things melt. And when that CoE comes around to poison it's nasty...
Also, I didn't mention, but for those of us that can't spend endless days farming paragon, there is no chance to do anything better than what I'm doing. Kill as fast as possible for chances to get ancient loot and grind paragon slowly. That is whom this build for.
Either way, your reply is appreciated, but the argument expected. You can think of this as an option for those that haven't gotten F&R.
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Edited since original premise was based on erroneous info*
Options without F&R:
Damage comes from: "Convention of Elements" + "Oculus Ring(cube)" + "Starmetal Kukri(cube)"
+ "Mask of Jeram(cube)" + "Confidence Ritual(passive)" + "Soul
Harvest(5stack)" + "Zuni 6-piece bonus" + "Slam Dance"
Possible combos:
CoE + Pox + Oculus
Unity + Pox + Oculus
CoE + RRG + Oculus + Aughild's 3-piece
Unity + RRG + Oculus + Aughild's 3-piece
Welcome your feedback below.
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Several sugestions:
1) You don't have any "Life on Hit" items on your profile; you probably want to switch the dogs rune from "Leeching Beasts" to "Life Link", which combined with your mojo will make 36% of the damage you take go to your dogs.
2) Try "Phantasm" rune for some extra DPS from SB.
3) Swap "Zombie Handler" for "Pierce The Veil". Dog damage sucks, and switching to "Life link" as mentioned on #1 will work just fine with 3 dogs. And since you are using "Rush of Essence", you won't be out of mana as you are getting quite a lot mana regen every time you cast SB, Haunt and Spirit Walk.
4) If you do feel running out of mana switch to "Honored Guest" rune on "Spirit Walk" as, again, with "Life Link" you should be taking quite a lot less damage.
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You know, I have never given zombie piranhas a try, I'll check it out. I was thinking of switching the rune to Bogadile, since it's the only way I can get a "stun" effect to trigger the "haunt of vaxo" (http://us.battle.net/d3/en/item/haunt-of-vaxo) proc.
Illusory boots are very very nice indeed. Specially in high torment rifting. Wish I could use them, but again I need to keep the 6 piece jade bonus.
As far as +cold, +poison, I have a bit more cold than poison. I think balance is good and locust spreads a lot quicker and to a much bigger crowd of mobs. There are some dungeons where I cast locust once and it will spread out through the entire dungeon pretty much, provided the mobs are close enough to each other, so having some +poison definitely helps.
I have also started experimenting with cooldown reduction instead of CHD. I got a helm gem and enchanted my Royal Ring of Grandeur with it and it's working out very very nicely. Even though Grave Injustice lowers the CD a lot, having it even shorter I have been able to pretty much spam "soul harvest" for the jade 6 piece bonus, dishing out ridiculous damage in T5 rifts!
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I tried Phantasm and I don't see how it's better than Well of Souls for several reasons:
1) Phantasm is 675% DMG, but over 5 seconds. Well of Souls is 425%+65%+65%+65% instantaneous.
2) Range of Phantasm is very limited, only 10 yards for each spectre. Well of Souls can be cast from very far away and it hits through environment blockages like walls and closed doors.
3) Crits on Phantasm are per cast, not per hit of the spectre. Well of Souls is also per cast, but as it does it's damage instantaneously, each subsequent cast has a chance to crit. While phantasm you'll be waiting 5 seconds to see if the next spectre will crit.
4) Phantasms are static, mobs move around, also the spectres are pretty much impossible to see when a group is unloading tons of other spells on the mobs. You also lose situational awareness by having to keep track of the 3x5 second timers (1 for each cast) to know when to cast the next Phantasm.
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1) Range is very limited on Phantasm, only 10 yards per spectre, and they are static; mobs move around. Meanwhile Well of Souls can hit from very far away and through things like walls and closed doors.
2) Crit chance seems to be per cast, not per hit, so if the casted spectre didn't crit to begin with, it won't crit for the entire 5 seconds, while with Well of Souls each hit has a chance to crit.
3) You waste time focusing on keeping track of having to recast the spectres every 5 seconds and the effect is barely noticeable while in a group where everyone is casting tons of spells on the mobs. With Well of Souls you just channel it as you would Firebats. If you've DoTed everything in sight with Haunt, you won't run out of mana.
4) It's 625% over 5 seconds. Well of Souls is %425+65%+65%+65% instantaneous.
As far as Mass Confusion, if you're strictly speaking individual DPS, yes others spells will boost it more, but playing in a group it enhances everyone's DPS, provides crowd control and an additional DPS boost from the charmed mobs attacking each other. I suggest replacing Soul Harvest > Spirit Barrage, rather than Mass Confusion > Spirit Barrage.