I think with any build relying on sacrifice you will use 2 skill slots with a shared 60 second cooldown.. I mean yes it can do 1300 wpn dmg but it costs 2 skill slots and has 60 sec cd!! Worth it? Not in my opinion.. You will have way too much downtime waiting for cooldowns.
Like I said before this build is not focused on sacrifise. Sacrifice is just there to provide easier time with big bad champion packs. How often do you come across champion packs, I wish they come up as often as once every 60 second...
This build is completely viable with decent damage, best cc in the game (imagine confused inferno monsters, unless they immune), good slow and good distraction provided by 4 dogs when they are alive. What else do you need?
Don't forget the rune for sacrifise and mass confusion also spawns more dogs, so you can detonate them way more often than once every 60 seconds.
of course dot by itself is not enough to kill monsters, that why it is dot(damage over time) while it is ticking you can add more spells on top to stack the damage.
lets look at it this way, firebat are 220% damage, lets say it fires once per second, so over 8 seconds it will cost 122*8=976 mana to maintain 220% weapon damage/s
if you use swarm once, then spam darts that is 225% damage per second, over 8 seconds it will cost 196(swarm) + 80 (8darts) = 276 mana to maintain.
I know i ignored multi target potential of spamming bats, but against single target dot + darts will be much more efficient.
I don't know about you but i find soul harvest hard to use during beta, the time i spend running into middle of the mob to havest and run out to avoid damage, might as well use that 3 seconds to kill. not to mention during harder difficulty, you might get 1 shot if you run in between 5 mobs...
Good thing about this build is that you are not relying on the sacrifise for damage, when the dogs are alive they act as off-tank/distraction.
if you look at the combined damage potential from swam+darts+gotd it comes down to swam (45% wd/s) + darts (180%wd/s) + gotd (20%wd/s) = 245% wd/s times 1.2 (PtV) = 294 wd/s
that is close to 300% wd/s you are dishing out including a pretty decent 60% slow on top of. so even if you are bad luck Brian and left with no dogs you can still kite while doing decent damage.
For those who is worried about mana, swarm is a dot, which means you don't need to spam it like firebat. on single target you cast once every 8 seconds, on multi target you probably only need to cast twice thanks to pestilence rune. that means 250/8 = 31 mana per sec... spamming toads cost more than that. other than swarm there is no mana heavy spells, so mana is a non-issue in this build, thats why i picked PtV as third passive.
Hi guys, I don't have beta myself but I have seen many play throughs for all classes in all sorts of ways (naked runs etc)
But I have yet to seen ANYONE who can beat beta in 4 players SOLO and Naked. Consider SK takes around 30 minutes to kill on a naked normal run, it would take 1.5-2 hrs just to kill SK in 4 players solo.
Do you guys think is it possible for anyone to beat beta in 4 players solo and naked? if so which class can pull it off the best?
This could be a rough estimate of what first part of inferno is going to be like...
1) Effective against single and multiple targets with locust swarm, darts and GotD
2) Super effective Crowd control with dogs, mass confusion and GotD
3) You can even be a party healer with the much increased chance for health globe drop (Final Gift and Death is life), and you reap the benefit by having Gruesome Feast, which recovers your mana (not like this build is mana intensive) and further increases your damage.
4) BEST AOE nuke in the whole damn game PERIOID 4 dogs x 275% sacrifise x 1.2 (pierce the veil)= 1320% weapon damage nuke to the area! can be further increased by Gruesome Feast.
5) near constant supply of "bombs" zdogs with summon, next of kin, and devolution. with these 3 combined you should be able to release the "Nuke" every 30 secs.
6) with each "nuke" you get at least 1-3 health globes produced by YOU (see point 3)
7) Great consistent single target/boss dps with out sacrifise [(360+20)/8 +180]*1.2 = 273% weapon per second! can be further increased by GF.
8) This build can be achieve as early as level 34! which is only the start of Nightmare
9) Locust swarm can be changed to another skill to provide additional damage source (fire locust/bat or haunt) in high levels, this way you will have 3 damage source (poison, fire and physical)
10) Flexibility to swap passives GF -> jungle fortitude and/or Pov -> Bad Medicne to a more defensive build. sacrifising damage for defence
Con.
1) lack of escape mechanism. this is however backed up by 3 crowd controls, as long as you don't make silly mistakes by running ahead of your dogs with out GotD up and MC on cd you should be fine. if anything goes wrong (waller or vortex) just press that nuke bottom and everything will be alright ;).
2) again, no defensive passive and escape mechanism is probably the biggest flaw in this build, cant think of anything else.
Example battle scenarios :
1) regular monsters: let dogs run ahead, GotD, swarm, pew pew pew to finish
2) Rare monster packs: dogs ahead, Gotd. Swam, Sacrifise Boom!. should have 1-2 dogs left due to next of kin, resummon dog and finish remaining monsters with dart and swarm.
3) champion monster packs: Gotd, Swarm, MC + Sacrifise together -> should have 3-4 dogs left due to devolution and next of kin. Sacrifice again, resummon, sacrifice again if nessasary, if not just finish off with darts and swarm. I really don't think there will be monster packs that can survive 3x1370% aoe + aoe from swarm and gotd and still be alive after...
4) Boss without summons: let dogs tank while you dot and dart the boss, when 1 is about to die sacrifise, resummon, kite boss with gotd while dps with swarm and dart. Sacrifise when necessary.
5) Boss with summons: let dogs tank while you dot and dart the boss, when 1 about to die sacrifise, resummon and continue. When boss summons use MC + Sacrifice, rinse and repeat. When there are no dogs left and all skills on CD... you just have to Gotd kite with dots and darts. Not like any other class will have it easier.
6) remember, every time you use sacrifise on champions and bosses, there will be 1-2 health globes on the ground, save those when you make a mistake.
That is all for the build explanation, let me know if you think this build may or may not work in inferno. If i play solo I will always have templar with me. critizems welcome, as long as you back them up with reasoning.
Basically the idea is damage from 2 main sources, generator and reflective damage.
Generator: Way of the hundread fist with windforce is what I think the highest dps generator, coupled with a good 2 hand the windforce is going to hit pretty hard. This build is not spirit heavy so slow generation from daibo is not an issue.
Dashing Strike: main spirit spender, you can even spam it and go for the stun while you pummel them down.
Heals: Breath of Heaven to heal and also increase your damage, Serenity is basically a short pally bubble with heal and no attack penalty! with these 2 spells you are most likely to out last who ever is hitting you.
Mantra of Retribution with Retaliation: reflect 60% from ALL damage source, coupled with survival thorn gears means glass cannon built wiz/dh going to die hitting you, if they decide to run then you dash stun + windforce they die either way.
Earth Ally: Beauty of this build, if you think one of you is not enough, how about 2? earth ally brings in increase dps and 10% extra health pool for moor reflect! and with their taunt your enemy is forced to attack earth ally and receive retaliation damage, while you pummel on them at the same time, no escape.
Passives:
Trancedence: increase survival, heals you everytime you dash stun, or use heals
Pacisfism: keeps you safe when you cant attack
BoY: reduced cool down to spam your heals
Basically I think this build is going to mow down most classes maybe other than defensive life leeching barb.
0
Like I said before this build is not focused on sacrifise. Sacrifice is just there to provide easier time with big bad champion packs. How often do you come across champion packs, I wish they come up as often as once every 60 second...
This build is completely viable with decent damage, best cc in the game (imagine confused inferno monsters, unless they immune), good slow and good distraction provided by 4 dogs when they are alive. What else do you need?
Don't forget the rune for sacrifise and mass confusion also spawns more dogs, so you can detonate them way more often than once every 60 seconds.
0
lets look at it this way, firebat are 220% damage, lets say it fires once per second, so over 8 seconds it will cost 122*8=976 mana to maintain 220% weapon damage/s
if you use swarm once, then spam darts that is 225% damage per second, over 8 seconds it will cost 196(swarm) + 80 (8darts) = 276 mana to maintain.
I know i ignored multi target potential of spamming bats, but against single target dot + darts will be much more efficient.
I don't know about you but i find soul harvest hard to use during beta, the time i spend running into middle of the mob to havest and run out to avoid damage, might as well use that 3 seconds to kill. not to mention during harder difficulty, you might get 1 shot if you run in between 5 mobs...
0
if you look at the combined damage potential from swam+darts+gotd it comes down to swam (45% wd/s) + darts (180%wd/s) + gotd (20%wd/s) = 245% wd/s times 1.2 (PtV) = 294 wd/s
that is close to 300% wd/s you are dishing out including a pretty decent 60% slow on top of. so even if you are bad luck Brian and left with no dogs you can still kite while doing decent damage.
For those who is worried about mana, swarm is a dot, which means you don't need to spam it like firebat. on single target you cast once every 8 seconds, on multi target you probably only need to cast twice thanks to pestilence rune. that means 250/8 = 31 mana per sec... spamming toads cost more than that. other than swarm there is no mana heavy spells, so mana is a non-issue in this build, thats why i picked PtV as third passive.
0
not asking anyone to try to attempt it, but what class you think can pull this off easiest?
0
What I meant was 4 player SOLO, which means you start a 4 player game, with 3 afk and 1 player clear the content, naked.
0
But I have yet to seen ANYONE who can beat beta in 4 players SOLO and Naked. Consider SK takes around 30 minutes to kill on a naked normal run, it would take 1.5-2 hrs just to kill SK in 4 players solo.
Do you guys think is it possible for anyone to beat beta in 4 players solo and naked? if so which class can pull it off the best?
This could be a rough estimate of what first part of inferno is going to be like...
0
http://us.battle.net/d3/en/calculator/witch-doctor#SaYVjZ!YdW!aaZZZb
pros:
1) Effective against single and multiple targets with locust swarm, darts and GotD
2) Super effective Crowd control with dogs, mass confusion and GotD
3) You can even be a party healer with the much increased chance for health globe drop (Final Gift and Death is life), and you reap the benefit by having Gruesome Feast, which recovers your mana (not like this build is mana intensive) and further increases your damage.
4) BEST AOE nuke in the whole damn game PERIOID 4 dogs x 275% sacrifise x 1.2 (pierce the veil)= 1320% weapon damage nuke to the area! can be further increased by Gruesome Feast.
5) near constant supply of "bombs" zdogs with summon, next of kin, and devolution. with these 3 combined you should be able to release the "Nuke" every 30 secs.
6) with each "nuke" you get at least 1-3 health globes produced by YOU (see point 3)
7) Great consistent single target/boss dps with out sacrifise [(360+20)/8 +180]*1.2 = 273% weapon per second! can be further increased by GF.
8) This build can be achieve as early as level 34! which is only the start of Nightmare
9) Locust swarm can be changed to another skill to provide additional damage source (fire locust/bat or haunt) in high levels, this way you will have 3 damage source (poison, fire and physical)
10) Flexibility to swap passives GF -> jungle fortitude and/or Pov -> Bad Medicne to a more defensive build. sacrifising damage for defence
Con.
1) lack of escape mechanism. this is however backed up by 3 crowd controls, as long as you don't make silly mistakes by running ahead of your dogs with out GotD up and MC on cd you should be fine. if anything goes wrong (waller or vortex) just press that nuke bottom and everything will be alright ;).
2) again, no defensive passive and escape mechanism is probably the biggest flaw in this build, cant think of anything else.
Example battle scenarios :
1) regular monsters: let dogs run ahead, GotD, swarm, pew pew pew to finish
2) Rare monster packs: dogs ahead, Gotd. Swam, Sacrifise Boom!. should have 1-2 dogs left due to next of kin, resummon dog and finish remaining monsters with dart and swarm.
3) champion monster packs: Gotd, Swarm, MC + Sacrifise together -> should have 3-4 dogs left due to devolution and next of kin. Sacrifice again, resummon, sacrifice again if nessasary, if not just finish off with darts and swarm. I really don't think there will be monster packs that can survive 3x1370% aoe + aoe from swarm and gotd and still be alive after...
4) Boss without summons: let dogs tank while you dot and dart the boss, when 1 is about to die sacrifise, resummon, kite boss with gotd while dps with swarm and dart. Sacrifise when necessary.
5) Boss with summons: let dogs tank while you dot and dart the boss, when 1 about to die sacrifise, resummon and continue. When boss summons use MC + Sacrifice, rinse and repeat. When there are no dogs left and all skills on CD... you just have to Gotd kite with dots and darts. Not like any other class will have it easier.
6) remember, every time you use sacrifise on champions and bosses, there will be 1-2 health globes on the ground, save those when you make a mistake.
That is all for the build explanation, let me know if you think this build may or may not work in inferno. If i play solo I will always have templar with me. critizems welcome, as long as you back them up with reasoning.
Thanks and Regards,
0
does taunt (from earth ally or barb) work in pvp? if so I have thought up a very interesting build for pvp:
http://us.battle.net...gSXj!YeV!cZaabc
Basically the idea is damage from 2 main sources, generator and reflective damage.
Generator: Way of the hundread fist with windforce is what I think the highest dps generator, coupled with a good 2 hand the windforce is going to hit pretty hard. This build is not spirit heavy so slow generation from daibo is not an issue.
Dashing Strike: main spirit spender, you can even spam it and go for the stun while you pummel them down.
Heals: Breath of Heaven to heal and also increase your damage, Serenity is basically a short pally bubble with heal and no attack penalty! with these 2 spells you are most likely to out last who ever is hitting you.
Mantra of Retribution with Retaliation: reflect 60% from ALL damage source, coupled with survival thorn gears means glass cannon built wiz/dh going to die hitting you, if they decide to run then you dash stun + windforce they die either way.
Earth Ally: Beauty of this build, if you think one of you is not enough, how about 2? earth ally brings in increase dps and 10% extra health pool for moor reflect! and with their taunt your enemy is forced to attack earth ally and receive retaliation damage, while you pummel on them at the same time, no escape.
Passives:
Trancedence: increase survival, heals you everytime you dash stun, or use heals
Pacisfism: keeps you safe when you cant attack
BoY: reduced cool down to spam your heals
Basically I think this build is going to mow down most classes maybe other than defensive life leeching barb.
Let me know what you think, thx for reading.