so this build should have near the highest constant survivability in the game. and i say constant because you wont need to waste passives to save your life like the one that reduces all dmg when below a certain point of health or makes you spirit walk and regens life, you'll never need it.
you'll basically have a constant 60% dmg reduction from all mobs(bad medicine passive + jungle fort). since mostly all of your damage is poison and AOE dmg at that. cloud from your gargantuan, aoe effect from your mother spider, and the actual Acid cloud.
your 4 dogs with 60% dmg reduction, 60% life increase, and mostly all of their dmg converted to life they SHOULD remain invincible even in later difficulties. and with them constantly healing you and taking the attention off of you, you wont need to worry much about getting hit at all and when you do it wont be for much and you have zombie wall to further block enemies.
id say the only flaw of this build would be mana, but since mana regens at a much higher rate then D2 mana, and with gear helping with that as well. as long as you arent spamming spells like a madman nonstop i dont see much issue.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I think you'll have a hard time against poison resistant enemies. I believe you should trade one poison spell to a fire one, or just use one spammable poison spell just to trigger the 40% damage reduction and use other types of damage.
I think you'll have a hard time against poison resistant enemies. I believe you should trade one poison spell to a fire one, or just use one spammable poison spell just to trigger the 40% damage reduction and use other types of damage.
unlike D2 there wont be ANY immune monsters in the game. i believe blizzard said only a max of 50% resistant against a specific type even in inferno, so gearing all your abilities towards one element is fine in D3. itll just take a bit longer to kill those specific psn enchanted monsters, but with the massive dmg reduction they wont do much dmg either way so they will still die.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Damage reduction adds multiplicatively you get 52% dmg reduction not 60% with these two (before defense and stuff).
Zombies dogs deal 15% WD with Alabaster this means 7.5% life steal (with 3.75% redirected to you)
Acid Clouds is the more expensive spammable spell of the WD you'll need mana no matter how you look at it and Spirit Realm spells are here to help with mana issue.
Dog gives even more damage reduction up to 71.2% on yourself, and Hex dude heals the dogs/you . I'd put also a Spirit Realm spell for the mana, or Locust Swarm indigo instead of Acid Rain for the fun of summoning stuff with every spell at disposal.
you wont really be hit, or rarely get hit, so theres no point in runing your dogs to reduce the dmg to you. you need your DOGS to be alive longer as they are your meat shields not yourself and the life steal heals them AND you so its better. also constantly trying to keep the hex guy up since his duration is so low will waste mana and will be a pain in the ass.
but if you want to sub in a spell to help with mana you could put in haunt golden or spiders golden for mana regen purposes. but i wouldn't change anything else.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Since those builds above seem viable I tried to make a invincible pvp build, of course you wont be invincible with it. But it has the highest damage mitigation and life recover i could find and keep atleast a fair dmg input, to survive in pvp you need to kill.
So far i am worrying about 2 problems, as i dont know how high will be the mana pool. I think this build could run out of mana. But keep in mind in pvp (most like arenas) you dont fight for hours since there isnt a class tagged healer. Second thing is the dmg will be slow but possible.
Spells used in this build.
-Summon Zombie dogs with indigo rune: They will keep annoying your enemy by hitting them, getting on their way and maybe misclicking/targeting a dog instead of you. They will be there to absorb damage done to you with their indigo rune. If enemies target your dogs first it gives you a chance to hit them a lot. Remember to always cast your dogs the sooner possible in a fight, so the cooldown is ready to use when they die.
-Sacrifice+Indigo; well if you die, your dogs die. you better sacrifice them into a massive amount of health 771 life per dog in fact
One of your oh shit button when they try to burst you out
-Gargantuan+alabaster; He will deal good dmg for you while been another target in your enemy's way. Also so have a stun which saves you damage and time.
-Haunt+Crimson; A high damage dot giving you a good heal over time to survive a bit longer match well for when they are stunned from garg.
-Poison dart+golden; Your spamming ability. Cost no mana, deals fair amount of damage and keeps up your passive skill most of the time.
-Spirit walk +Alabaster ; Another "oh shit" button to evade a dangerous assault on you that would probably kill you. You are changing realm so enemies cant target you and will heal you 22% of your health.
Passive skills used in this build:
-Jungle fortitude to reduce 20% damage to you and your pets
-Blood ritual; You will absorb damage by spending 15% of mana instead life. (just like sorc energy shield D2*) and will regenerate 2% life every second either in middle fight or not.
Made a mistake on the passive above, it would be rather death trance since they arent many choices left.
-Bad medecine; When you deal poison damage, you reduce your enemy's damage by 30%
In this whole build you have:
+20% damage reduced
+40% damage reduced when dogs are up ( 1 to 3)
+30% damage reduced when you deal damage to them with poison dart
With all abilities you can heal up by
+771 to 2313 health point per sacrifice ( every 60 second depending on how many dogs are up)
+16% of 5 time your weapon damage spread on 15 seconds
+22% health over 2 second every 15 seconds
+2% health every 2 second
Keep in mind that this build is more based on defense than offense and you should a high value of health at lvl 60 doing pvp.
These spells/abilities are from beta and are subject to change anytime before and after the launch of diablo 3.
i wouldnt take blood ritual as it reduces your life by 15% of the mana cost of your spells, so regardless of the life regen and your psn darts mana regen your still using life every cast. i would replace it with death trance. also id replace the rune in spirit walk, while the 22% life regen is nice a 900% dmg attack would be much better in PVP. and id replace the rune in psn dart to slow the target so you can kite monks/barbs better. besides your initial summons your not really using much mana, and at lvl 60 you'll have thousands n thousands so you'll be fine.
Oops, you are right. I misread the blood ritual passive. I thought damage was mitigated by mana. So i would have to edit my last post on damage reduction.
Firebats (Indigo): As said, the best damage spell with low mana cost compared to other spells, so I couldn't skip it. Also the tooltip "rapidly summon bats to seek out..." makes me believe that it's gonna be like a homing rocket with 273% dmg per second. Main dmg dealing spell.
Locust Swarm (Obsidian): Main AOE spell. I believe that increased duration also increases damage or it would be absolutly useless runestone effect. So I assume if basicly it deals 180% over 3 seconds then it's gonna be 420% over 7 seconds and jump to additional nearby target.
Spirit Walk (Golden): "Oh shit" button, mana regen skill, also a good spell to position yourself against enemies. Main Mana regen spell for me.
Grasp of the Dead (Crimson): CC spell with high amount of dmg over time with this kind of rune. "Must have" spell for any WD I think.
Summon Zombie Dogs (Alabaster): Meat shield, self heal and healing the Master also with this type of rune. The best rune for surviving for dogs.
Gragantuan (Obsidian): Main tank with +30% wpn dmg to neardy enemies as poison. Also I think it trigger the passive I list later.
Passives:
Jungle Fortitude: Obvious choice for surviving for you and your pets. - 20% dmg taken.
Bad Medicine: Locust Swarm and poison cloud from Gargantuan (I really believe it works for this passive, if not then change rune to Alabaster for more control and dmg from Gargantuan) trigger this passive so Gargantuan has -44% dmg taken and dogs have the same amount when targets they tank affected by Locust Swarm, this is where I should control the situation.
Zombie Handler: Pretty obvious choice, more dogs and more HP for pets.
Basicly pets are tanking mobs, if there are few mobs you can just cast Firebats with Grasp of the Dead and work is done. When there a large pack of mobs and you aren't sure that you can handle it normal way then run closer, Locust Swarm on everything and finish with Firebats. If you need mana just use Spirit walk, position yourself or stay where you are use Locust Swarm again (there will be less mobs at this moment for sure) and Grasp of the Dead+Firebats will do the rest. Sometimes we will encounter mobs that appear right from the ground where you stand. No problem, quick Grasp of the Dead+Locust swarm and after that Spirit Walk and the normal battle scenario.
This is how it works for me, pretty safe, decent damage and adaptive to every situation.
I see none of you has taken mana cost into consideration, but it is a real problem in real fight.
Talking about invibcible, this is not going to happen in the game.
But I guess my build is the toughest WD and it's unique.
This "Roach" build has below advantages:
1 No problem with quick spreading posion on monsters.
2 No problem with mana reg consider we dont cast spwam very often.
3 Infinite healing spells makes your almost impossible to be killed.
With 20% dmg resistance gears, you will have 73.2% dmg reduction with life link and passive skills.
And moreover, all skills can be improved if rune stone upgrade to lvl7.
Ok 1st of all I wanna say about "none of you has taken mana cost into consideration...". Perhaps you know that there are items with +mana, mana regen and +mana per kill. Also if you gear up half for mana pool and half for mana regen AND the most important thing that Spirit Walk with golden runestone regens percentage of your maximum mana, not the flat amount. Taking all this into consideration smart gearing and smart use of Spirit Walk won't let you to go OOM.
Now about your build
There is no control spells in this build but Hex with ability to heal. As far I saw from videos he hex maximum 2 targets. Is that enough for you when you have like 10+ mobs and you can't slow them or run away from them. In addition if you gonna play solo with a Follower or in party, fetish can choose to heal him instead of you as well as dogs, there is no word "...heals you...". Also, have you seen the video where developers talk about difficulty? Monk went down when took 3-5 hits on hell difficulty from mobs, and considering rumors about 40k-65k HP on lvl 60 (Inferno Difficulty) those 8+ heal from fetish (or even 12k-13k with rank 7 rune) it will maximum add you 1 hit, if Fetish decide to heal you and not anyone else.
I understand that smart control of your dogs and sacrificing them when needed and resummon them keeps you away from mobs along with decent dmg output but "CHANCE" to be ressed after sacrifice (rune effect) makes me feel that this build is not stable and need some luck sometimes. I don't like to rely on luck basicly.
And the last thing. Have you seen from some videos how fast mobs can be? And appear from the ground right near you. What will you do? No Horrify, No spirit walk, only hex. Weak control.
IMO this build is viable if you rely on luck in some situations but I am not that kind of person and wouldn't use it. I prefer to control the situation.
I see none of you has taken mana cost into consideration, but it is a real problem in real fight.
Talking about invibcible, this is not going to happen in the game.
But I guess my build is the toughest WD and it's unique.
This "Roach" build has below advantages:
1 No problem with quick spreading posion on monsters.
2 No problem with mana reg consider we dont cast spwam very often.
3 Infinite healing spells makes your almost impossible to be killed.
With 20% dmg resistance gears, you will have 73.2% dmg reduction with life link and passive skills.
And moreover, all skills can be improved if rune stone upgrade to lvl7.
Ok 1st of all I wanna say about "none of you has taken mana cost into consideration...". Perhaps you know that there are items with +mana, mana regen and +mana per kill. Also if you gear up half for mana pool and half for mana regen AND the most important thing that Spirit Walk with golden runestone regens percentage of your maximum mana, bot the flat amount. Taking all this into consideration smart gearing and smart use of Spirit Walk won't let you to go OOM.
Now about your build
There is no control spells in this build but Hex with ability to heal. As far I saw from videos he hex maximum 2 targets. Is that enough for you when you have like 10+ mobs and you can't slow them or run away from them. In addition if you gonna play solo with a Follower or in party, fetish can choose to heal him instead of you as well as dogs, there is no word "...heals you...". Also, have you seen the video where developers talk about difficulty? Monk went down when took 3-5 hits on hell difficulty from mobs, and considering rumors about 40k-65k HP on lvl 60 (Inferno Difficulty) those 8+ heal from fetish (or even 12k-13k with rank 7 rune) it will maximum add you 1 hit, if Fetish decide to heal you and not anyone else.
I understand that smart control of your dogs and sacrificing them when needed and resummon them keeps you away from mobs along with decent dmg output but "CHANCE" to be ressed after sacrifice (rune effect) makes me feel that this build is not stable and need some luck sometimes. I don't like to rely on luck basicly.
And the last thing. Have you seen from some videos how fast mobs can be? And appear from the ground right near you. What will you do? No Horrify, No spirit walk, only hex. Weak control.
IMO this build is viable if you rely on luck in some situations but I am not that kind of person and wouldn't use it. I prefer to control the situation.
Do u really think with the spirit walk and GOD you can prevent from hitting by the monsters at inferno lvl?
Pretty sure yes, GotD is 8 sec CD and SW is 15 secs CD (so it is 13 secs downtime). If mobs going for you and your Dogs with Gargantuan are busy then just use GotD on those who is running to you, attack while slowed, when close enough Locust Swarm so if you'll get a hit it will be -44% dmg (but shouldn't happen if close you are fast enough), then SW and run away as far as you can. In addition as I know from some videos when you run far enough from your pets they will reappear right near you, no matter what they are doing and so you can be defended by them.
If you run your pets will die, then monsters will catch you sooner or later.
Answered already
if you dont, without healing support you can't survive
Same here. You are the MASTER, pets will follow you anywhere
SB and Firebat cost 9% mana per cast.
Can you guarantee that the monster will die with only 11 shots?
Ofc no. That's why I said smart use of SW and smart gearing to not go OOM. And btw, where you took 9% mana per cast. You can adjust your mana pool through gear. 3250 mana on lvl 60 is BASIC...what about +mana on gear?
I would like to try max summoner build BUT I have questions regarding Wall of Zombies (Crimson)
1) How long they exist? (the original spell say 5 sec of zombie wall then I assume those creepers last that long too). If they are permanent, good. If last 5 seconds - this is useless rune for this skill.
2) How many can you summon? If you can make 3 per cast then the number of them is limited only by your mana pool and that would be imba so i doubt it.
3) Are they strong enough to survive even 1 hit from mob? Otherwise they are useless.
1)Maximum Dogs (4), in your build there is only 3 (No Zombie Handler)
2) Maximum suvivability for them which can be reached only with Alabaster rune and -20% damage taken from Jungle Fortitude.
3) I assume with mana you spend on Wall of Zombies you need more then just runed SW with Golden so i took +20% mana pool and 2% mana per second
4) Gargantuan (Alabaster) can stun mobs sometimes that is very useful.
I hope I gave you the answers and helped you with your future build.
Edit: Ideal situation and balanced with Wall of Zombies (Crimson): Permanent, you can have only 3 up, they can stand atleast 3-5 hits against mobs. BUT I really doubt it.
Wanted to play DH as my 1st char, but then realized that he has low survivability, if you low on Discipline then you are dead most likely, and not much crowd control except Entangling Shot. So WD is my choice.
Wanted to play DH as my 1st char, but then realized that he has low survivability, if you low on Discipline then you are dead most likely, and not much crowd control except Entangling Shot. So WD is my choice.
we will never aggree with each other.
All classes can cast as many as spells they want, that is Diablo 2 and that age is OVER.
Just take a look at wiz power bar they can only cast 2 merters with full power, and you think without passive skills WD can cast many firebat without having a mana problem?
The arcane power regen is insanly high, 12 per second, with Golden (rank 4) runed Electrocute you have another 12 per cast if hits 3 targets, so it is 24 per second lets say and also regen of arcane power can be boosted by gear. Wizard has different from WD playstyle, don't compare them.
But yeah I agree the game will tell us who was right.
The arcane power regen is insanly high, 12 per second, with Golden (rank 4) runed Electrocute you have another 12 per cast if hits 3 targets, so it is 24 per second lets say and also regen of arcane power can be boosted by gear. Wizard has different from WD playstyle, don't compare them.
But yeah I agree the game will tell us who was right.
Whatever my build WD has 552 mana reg/sec that means I can summon 30+ zombie from WOZ and 10+ slimes from the acid cloud, I have an army to fight.
That's my thought. All I need is sitting back and watching Zombies VS. Monsters then pick the loot. :-)
As I said before, it is just too imba if you can have so many zombies. It will break the game basicly so I assume they are up only for 5 seconds or blizzard will fix it. Can't you see the absurdness of the rune the way you imagine it works? Even inferno will be a cake with this kind of using 1(!!!) spell. Be realistic.
Even in normal monsters pass through your dogs and hit you, specially archers. They are a great survival skill but not perfect.
Also, since the dogs can be ressumoned every 60 seconds, I don't think you should be too worried about their survivability to a point of investing passives to reduce damage taken (bad medicine).
I'll better save the cd for hard situations when Dogs will save me and also I have a better way to spend mana. I don't want to be worried about their survivability in fight so i want to maximize it through passives.
Passing through dogs won't be different on any difficulty and I really rely on Spirit Walk to escape from monsters coming too close and reposition myself to kill archers and casters fast.
More mana, more mana regen => more DMG. Build remains the same only dropping Bad Medicine for Spiritual Attunement and changing rune on Gargantuan for more DMG on packs.
Everything will depend from what works better and what build i will feel myself safer with.
Passing through dogs won't be different on any difficulty
I don't agree. In harder difficulties monsters will be more agressive. also champions and rares will be more common and will have more affixes. It means they have more tools to strike you, not your dogs, like the arcane spinning beam, mortar bombs, teleport, etc..
But as you said you do have spirit walk and i think thats fine for self protection. So, yeah, i guess your build is cool.
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"In time the hissing of her sanity
Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
Why would we really need to live?
Decide what is clear and what's within a haze
What you should take and what to give" - Opeth
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so this build should have near the highest constant survivability in the game. and i say constant because you wont need to waste passives to save your life like the one that reduces all dmg when below a certain point of health or makes you spirit walk and regens life, you'll never need it.
you'll basically have a constant 60% dmg reduction from all mobs(bad medicine passive + jungle fort). since mostly all of your damage is poison and AOE dmg at that. cloud from your gargantuan, aoe effect from your mother spider, and the actual Acid cloud.
your 4 dogs with 60% dmg reduction, 60% life increase, and mostly all of their dmg converted to life they SHOULD remain invincible even in later difficulties. and with them constantly healing you and taking the attention off of you, you wont need to worry much about getting hit at all and when you do it wont be for much and you have zombie wall to further block enemies.
id say the only flaw of this build would be mana, but since mana regens at a much higher rate then D2 mana, and with gear helping with that as well. as long as you arent spamming spells like a madman nonstop i dont see much issue.
unlike D2 there wont be ANY immune monsters in the game. i believe blizzard said only a max of 50% resistant against a specific type even in inferno, so gearing all your abilities towards one element is fine in D3. itll just take a bit longer to kill those specific psn enchanted monsters, but with the massive dmg reduction they wont do much dmg either way so they will still die.
you wont really be hit, or rarely get hit, so theres no point in runing your dogs to reduce the dmg to you. you need your DOGS to be alive longer as they are your meat shields not yourself and the life steal heals them AND you so its better. also constantly trying to keep the hex guy up since his duration is so low will waste mana and will be a pain in the ass.
but if you want to sub in a spell to help with mana you could put in haunt golden or spiders golden for mana regen purposes. but i wouldn't change anything else.
So far i am worrying about 2 problems, as i dont know how high will be the mana pool. I think this build could run out of mana. But keep in mind in pvp (most like arenas) you dont fight for hours since there isnt a class tagged healer. Second thing is the dmg will be slow but possible.
Here's the build that i will shortly explain:
http://us.battle.net...hTaU!aXd!YZaYba
Spells used in this build.
-Summon Zombie dogs with indigo rune: They will keep annoying your enemy by hitting them, getting on their way and maybe misclicking/targeting a dog instead of you. They will be there to absorb damage done to you with their indigo rune. If enemies target your dogs first it gives you a chance to hit them a lot. Remember to always cast your dogs the sooner possible in a fight, so the cooldown is ready to use when they die.
-Sacrifice+Indigo; well if you die, your dogs die. you better sacrifice them into a massive amount of health 771 life per dog in fact
One of your oh shit button when they try to burst you out
-Gargantuan+alabaster; He will deal good dmg for you while been another target in your enemy's way. Also so have a stun which saves you damage and time.
-Haunt+Crimson; A high damage dot giving you a good heal over time to survive a bit longer match well for when they are stunned from garg.
-Poison dart+golden; Your spamming ability. Cost no mana, deals fair amount of damage and keeps up your passive skill most of the time.
-Spirit walk +Alabaster ; Another "oh shit" button to evade a dangerous assault on you that would probably kill you. You are changing realm so enemies cant target you and will heal you 22% of your health.
Passive skills used in this build:
-Jungle fortitude to reduce 20% damage to you and your pets
-Blood ritual; You will absorb damage by spending 15% of mana instead life. (just like sorc energy shield D2*) and will regenerate 2% life every second either in middle fight or not.Made a mistake on the passive above, it would be rather death trance since they arent many choices left.
-Bad medecine; When you deal poison damage, you reduce your enemy's damage by 30%
In this whole build you have:
+20% damage reduced
+40% damage reduced when dogs are up ( 1 to 3)
+30% damage reduced when you deal damage to them with poison dart
With all abilities you can heal up by
+771 to 2313 health point per sacrifice ( every 60 second depending on how many dogs are up)
+16% of 5 time your weapon damage spread on 15 seconds
+22% health over 2 second every 15 seconds
+2% health every 2 second
Keep in mind that this build is more based on defense than offense and you should a high value of health at lvl 60 doing pvp.
These spells/abilities are from beta and are subject to change anytime before and after the launch of diablo 3.
i wouldnt take blood ritual as it reduces your life by 15% of the mana cost of your spells, so regardless of the life regen and your psn darts mana regen your still using life every cast. i would replace it with death trance. also id replace the rune in spirit walk, while the 22% life regen is nice a 900% dmg attack would be much better in PVP. and id replace the rune in psn dart to slow the target so you can kite monks/barbs better. besides your initial summons your not really using much mana, and at lvl 60 you'll have thousands n thousands so you'll be fine.
so this: http://us.battle.net/d3/en/calculator/witch-doctor#bchTaU!ahd!YZaYcZ
http://eu.battle.net...UYbh!adW!YcbZac
Actives:
Firebats (Indigo): As said, the best damage spell with low mana cost compared to other spells, so I couldn't skip it. Also the tooltip "rapidly summon bats to seek out..." makes me believe that it's gonna be like a homing rocket with 273% dmg per second. Main dmg dealing spell.
Locust Swarm (Obsidian): Main AOE spell. I believe that increased duration also increases damage or it would be absolutly useless runestone effect. So I assume if basicly it deals 180% over 3 seconds then it's gonna be 420% over 7 seconds and jump to additional nearby target.
Spirit Walk (Golden): "Oh shit" button, mana regen skill, also a good spell to position yourself against enemies. Main Mana regen spell for me.
Grasp of the Dead (Crimson): CC spell with high amount of dmg over time with this kind of rune. "Must have" spell for any WD I think.
Summon Zombie Dogs (Alabaster): Meat shield, self heal and healing the Master also with this type of rune. The best rune for surviving for dogs.
Gragantuan (Obsidian): Main tank with +30% wpn dmg to neardy enemies as poison. Also I think it trigger the passive I list later.
Passives:
Jungle Fortitude: Obvious choice for surviving for you and your pets. - 20% dmg taken.
Bad Medicine: Locust Swarm and poison cloud from Gargantuan (I really believe it works for this passive, if not then change rune to Alabaster for more control and dmg from Gargantuan) trigger this passive so Gargantuan has -44% dmg taken and dogs have the same amount when targets they tank affected by Locust Swarm, this is where I should control the situation.
Zombie Handler: Pretty obvious choice, more dogs and more HP for pets.
Basicly pets are tanking mobs, if there are few mobs you can just cast Firebats with Grasp of the Dead and work is done. When there a large pack of mobs and you aren't sure that you can handle it normal way then run closer, Locust Swarm on everything and finish with Firebats. If you need mana just use Spirit walk, position yourself or stay where you are use Locust Swarm again (there will be less mobs at this moment for sure) and Grasp of the Dead+Firebats will do the rest. Sometimes we will encounter mobs that appear right from the ground where you stand. No problem, quick Grasp of the Dead+Locust swarm and after that Spirit Walk and the normal battle scenario.
This is how it works for me, pretty safe, decent damage and adaptive to every situation.
Thnx for reading. Opinions?
Here is mine.
http://us.battle.net...SbTh!Wad!bbcYac
I see none of you has taken mana cost into consideration, but it is a real problem in real fight.
Talking about invibcible, this is not going to happen in the game.
But I guess my build is the toughest WD and it's unique.
This "Roach" build has below advantages:
1 No problem with quick spreading posion on monsters.
2 No problem with mana reg consider we dont cast spwam very often.
3 Infinite healing spells makes your almost impossible to be killed.
With 20% dmg resistance gears, you will have 73.2% dmg reduction with life link and passive skills.
And moreover, all skills can be improved if rune stone upgrade to lvl7.
Ok 1st of all I wanna say about "none of you has taken mana cost into consideration...". Perhaps you know that there are items with +mana, mana regen and +mana per kill. Also if you gear up half for mana pool and half for mana regen AND the most important thing that Spirit Walk with golden runestone regens percentage of your maximum mana, not the flat amount. Taking all this into consideration smart gearing and smart use of Spirit Walk won't let you to go OOM.
Now about your build
There is no control spells in this build but Hex with ability to heal. As far I saw from videos he hex maximum 2 targets. Is that enough for you when you have like 10+ mobs and you can't slow them or run away from them. In addition if you gonna play solo with a Follower or in party, fetish can choose to heal him instead of you as well as dogs, there is no word "...heals you...". Also, have you seen the video where developers talk about difficulty? Monk went down when took 3-5 hits on hell difficulty from mobs, and considering rumors about 40k-65k HP on lvl 60 (Inferno Difficulty) those 8+ heal from fetish (or even 12k-13k with rank 7 rune) it will maximum add you 1 hit, if Fetish decide to heal you and not anyone else.
I understand that smart control of your dogs and sacrificing them when needed and resummon them keeps you away from mobs along with decent dmg output but "CHANCE" to be ressed after sacrifice (rune effect) makes me feel that this build is not stable and need some luck sometimes. I don't like to rely on luck basicly.
And the last thing. Have you seen from some videos how fast mobs can be? And appear from the ground right near you. What will you do? No Horrify, No spirit walk, only hex. Weak control.
IMO this build is viable if you rely on luck in some situations but I am not that kind of person and wouldn't use it. I prefer to control the situation.
http://www.youtube.com/watch?feature=player_embedded&v=u-Zd7YD3uuM"
Developer on Nightmare and Hell difficulty.
http://www.youtube.com/watch?v=kKgAbOqhJOE
How fast mobs can be
Hi,
Good comments!
Do u really think with the spirit walk and GOD you can prevent from hitting by the monsters at inferno lvl?
1 If you run your pets will die, then monsters will catch you sooner or later.
2 if you dont, without healing support you can't survive.
SB and Firebat cost 9% mana per cast.
Can you guarantee that the monster will die with only 11 shots?
If the monster is crazy strong in inferno mode, I will use max summoner build instead.
http://us.battle.net...kbhY!XgY!bcZYZZ
Perhaps you know that there are items with +mana, mana regen and +mana per kill.
I m gald to hear that it makes wd better but the gear can increase mana pool is very rare.
Pretty sure yes, GotD is 8 sec CD and SW is 15 secs CD (so it is 13 secs downtime). If mobs going for you and your Dogs with Gargantuan are busy then just use GotD on those who is running to you, attack while slowed, when close enough Locust Swarm so if you'll get a hit it will be -44% dmg (but shouldn't happen if close you are fast enough), then SW and run away as far as you can. In addition as I know from some videos when you run far enough from your pets they will reappear right near you, no matter what they are doing and so you can be defended by them.
Answered already
Same here. You are the MASTER, pets will follow you anywhere
Ofc no. That's why I said smart use of SW and smart gearing to not go OOM. And btw, where you took 9% mana per cast. You can adjust your mana pool through gear. 3250 mana on lvl 60 is BASIC...what about +mana on gear?
I would like to try max summoner build BUT I have questions regarding Wall of Zombies (Crimson)
1) How long they exist? (the original spell say 5 sec of zombie wall then I assume those creepers last that long too). If they are permanent, good. If last 5 seconds - this is useless rune for this skill.
2) How many can you summon? If you can make 3 per cast then the number of them is limited only by your mana pool and that would be imba so i doubt it.
3) Are they strong enough to survive even 1 hit from mob? Otherwise they are useless.
Also max summon build for me means: http://us.battle.net...kYbh!aYW!bcZZaa
1)Maximum Dogs (4), in your build there is only 3 (No Zombie Handler)
2) Maximum suvivability for them which can be reached only with Alabaster rune and -20% damage taken from Jungle Fortitude.
3) I assume with mana you spend on Wall of Zombies you need more then just runed SW with Golden so i took +20% mana pool and 2% mana per second
4) Gargantuan (Alabaster) can stun mobs sometimes that is very useful.
I hope I gave you the answers and helped you with your future build.
Edit: Ideal situation and balanced with Wall of Zombies (Crimson): Permanent, you can have only 3 up, they can stand atleast 3-5 hits against mobs. BUT I really doubt it.
we will never aggree with each other.
All classes can cast as many as spells they want, that is Diablo 2 and that age is OVER.
Just take a look at wiz power bar they can only cast 2 merters with full power, and you think without passive skills WD can cast many firebat without having a mana problem?
Let's wait and see when the game is online.
But yeah I agree the game will tell us who was right.
Whatever my build WD has 552 mana reg/sec that means I can summon 30+ zombie from WOZ and 10+ slimes from the acid cloud, I have an army to fight.
That's my thought. All I need is sitting back and watching Zombies VS. Monsters then pick the loot. :-)
Also, since the dogs can be ressumoned every 60 seconds, I don't think you should be too worried about their survivability to a point of investing passives to reduce damage taken (bad medicine).
Passing through dogs won't be different on any difficulty and I really rely on Spirit Walk to escape from monsters coming too close and reposition myself to kill archers and casters fast.
But I see what you mean and have another alternate build that focusing more on mana regen and mana pool. http://eu.battle.net...UYbh!aYW!YcbZaY
More mana, more mana regen => more DMG. Build remains the same only dropping Bad Medicine for Spiritual Attunement and changing rune on Gargantuan for more DMG on packs.
Everything will depend from what works better and what build i will feel myself safer with.
Thanks for advice.
But as you said you do have spirit walk and i think thats fine for self protection. So, yeah, i guess your build is cool.