seems alot of people are making builds with inferno in mind, so i came up with one of my own that im def going to use, and ill be playing 100% solo with this. http://us.battle.net...hWkY!aWf!abZbbZ
got some nice situational AOE abilities (zombie wall - grasp of the dead) to help keep my ass safe and TONS of pets (4 dogs, garg, templar, 16-20 spiders out while spamming, 3-4 fettish's from passive, hex shaman who healz)
since my spiders return 71 mana (lvl 4 rune, so lvl 7 will generate more) per hit, and they each hit two times per spider per cast if they are near enemies so 71 x 2 x 4 = 568 potential mana returned per cast IF they all hit as well as a potential 304% wpn dmg, obviously they wont get max hits every time but its nice to know i can potentially get more mana back than im casting since its one of the more expensive spells to spam. so ill also get some help from gear too for mana regen.
so anyways the idea is to spam the crap out of spiders which will summon your fettish's since its a "physical realm spell" so both you and your fettish's will be hitting from the back while your pets are up front, and when certain mobs ignore your pets and run after you GoTD and Zombie wall will help keep them at bay and your dogs, templar & hex will all help heal the group.
if survivability is decent i would replace jungle fortitude with vermin for more spider dmg since its my main dmg doer. fettish's are probably weak so it wont be good unless you have the max amount, its either 3 or 4 i forget what was said at blizzcon.
i was skeptical of the spider spell at first but in the beta once you get some decent DPS you can chuck the vase of spiders into a group n watch them all OM NOM the mobs and once each spider started 1 shotting mobs it was nuts lol. but ya thats just the beta
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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 love the Zombie wall/ grasp of the dead combo. Even more with those runes.
Don't like the Gargantua. His dmg is just too low even with a very "iffy" rune. And after hearing what Blizz has to say about how hard Inferno is gonna be i don't want to rely to much on pets. If inferno AOE can near one-shot me, its gonna rip my pets apart.
The 3-4 Fettish's you talk about is prolly not gonna happen. Its a 3% chance they spawn. With 1sec GDC that would be a max of 3 Fettish's pr. 100sec and at 60sec lifetime you would only see 2. tops. w/o luck involved.
I don't like Soulharvest even with the dmg rune. 15sec cooldown and having to be in melee range to get a buff and a bit of dmg done. No Sir not for me.
the garg is another meat shield and is also situational, with the red rune he will rage out on champions and big groups, i like it because im lazy and love lots of pets doing the work for me lol
i disagree with the fettish's, when i got the circle of life passive and tested it, i got all 3 dogs to res in like a minute (5% chance). if your spamming spiders really fast i see being able to keep 3 fettish's up easy. but obviously time will tell when i test it, i still like the idea of it for now. im not sure how much dmg they do either, if it turns out they dont do much dmg and i cant get more than 2 then i will replace it with vermin.
your build uses too much mana, firebats is channeled at 300 mana per second and locusts cost a lot also, if you got golden rune into locusts then maybe, but i dont see a reason to use firebats with this build that much since it drains mana and you dont get it back.
although i do see what you mean about soul harvest, im going to replace it with hex golden for more CC (chickens lawl) and more healz. edited my post above.
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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
Your build has great defensive potential but dunno if you'll kill enemies quickly enough, even if WoZ and GotD sinergy should deal out a lot of DoT and slow down (do you know if the slows stack or else?)
I would have used a different rune on gargantuan, maybe Alabaster (depending on what "periodically" means) or Indigo (raise damage and hits multiple targets) but I take it you think of using it as a situational.
This is for SP or MP? I think in MP it would be a very useful build, you could do the tanking (and a bit of healing) while your party members could focus on damage dealing.
i saw a video of the indigo rune on the garg and it was like a slow small cleave which he seemed to only hit 1 target most of the time anyways, so i think the situational rune would be a lot more beneficial for bosses and certain situations.
the point of this build is very high survivability, since inferno monsters wont go down quick regardless you need to be able to survive awhile, i have plenty of damage between all of my many many pets as i listed - 15% x 4 dogs. 25%x1 garg - which turns into 125% and 43% attack n speed bonus when i confront champions/big groups every 2 minutes. 3-4 fettish's which have their dmg yet to be announced, if you look at the fettish skill the % dmg isnt listed yet, they must still be deciding. but even if it was say 20% it would still be good because again itll be x3 -4 . and then 38% x4 per spider cast which ill be spamming
and wall of zombies will do pretty nice dmg too 80% per second while mobs are near it. and i think a lot of people are wayyy underestimated grasp of the dead, it has a 8 second CD which ppl see as long but it seems like right after casting it, its almost ready to use again. while using GoTD in the beta which only is 42% dmg per second i was laying waste to giant tight groups of mobs in seconds, no mob would outlast even 3-4 seconds in GOTD when it lasts all 8 seconds so 8x42% and since mobs get slowed in it they cant just run out (unless they are teleport mobs or super fast critters). it was my favorite AOE ability for how strong it was and the crimson rune OVER doubles its damage and a lvl 6-7 rune tripples the original dmg per second.
and keep in mind since im relying heavily on my skills/pets/follower for healing and defense i would stack pretty much as much dmg as humanly possible on gear. personally i dont like stacking loads of MF/GF and having a hard ass time killng stuff, and in inferno i doubt anyone will be able to stack any decent amount of either anywhere close to release because of how effing hard it will be. id rather kill stuff MUCH quicker and easier and do more/faster runs to get gear/gold.
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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 don't see very much personal survivability with this build other than your -20% passive, Jungle Fort. From what I've heard Inferno's monsters will have somewhat better A.I. and will target the caster more-often than the pets. If this is true, I don't think that -20% damage will be enough.
Hex (Golden) could add some cushioning, but I wouldn't be surprised if it healed a dog instead of you.
I think this version would be a lot more efficient because the caster (you) will have a hell of a lot more absorption and the dogs who will be taking the damage will be getting healed by Hex.
Pro synergy, right?
I also change the rune in Z-Wall to golden that way it can stack with GotD for a sexy -110% movement speed reduction. That will do more than slow down mobs, but strait up stop them cold and do a total of 184% dps (@ rank 4).
lol wafflez dont start trying to troll my threads, you'll get out trolled
you changed the rune in zwall from... golden to golden? so pro
the dogs need survivability just as much as you do, so healing both you and them is better then converting the dmg you take to the dogs.
Oops lol, I could have sworn you had an Obsidian in Z-Wall....my bad
You really though I was trying to troll?
my build has a picture of it with the golden rune and the link so ya thought you were just being a smart ass lol
but ya i dont think the rune in dogs will be better than alabster for survivability UNLESS the dogs have mad health pools and survive a decent amount in inferno. i realize some mobs will rush you i mentioned that, thats the pont of golden zwall and GoTD to keep them at bay. its all hypothetical but i think converting half the dmg you take to your dogs isnt game changing unless either the dogs have insane health or the 20% reduction for you is factored thAn the 40% converts to your dogs and is reduced by another 20% from the jungle passive...
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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 still gotta disagree with your choice of Alabaster for dogs. Is 50% of 15% really anything at all? Even if it goes up to 80% of 15% (@ rank 7), do you still think that will keep them alive that much longer?
The way I see it. Hex can be used to keep your dogs alive, and if runed with Indigo, the dogs will keep you alive.
If you think that Z-Wall will be enough, then why even use dogs?
Personally, I got a 'Michael Vick' mentality when it comes to zombie dogs. Their job is to protect the caster (make me money), if they die in the process...who cares? I'll just summon more (buy more).
lol wafflez dont start trying to troll my threads, you'll get out trolled
you changed the rune in zwall from... golden to golden? so pro
the dogs need survivability just as much as you do, so healing both you and them is better then converting the dmg you take to the dogs.
Oops lol, I could have sworn you had an Obsidian in Z-Wall....my bad
You really though I was trying to troll?
my build has a picture of it with the golden rune and the link so ya thought you were just being a smart ass lol
but ya i dont think the rune in dogs will be better than alabster for survivability UNLESS the dogs have mad health pools and survive a decent amount in inferno. i realize some mobs will rush you i mentioned that, thats the pont of golden zwall and GoTD to keep them at bay. its all hypothetical but i think converting half the dmg you take to your dogs isnt game changing unless either the dogs have insane health or the 20% reduction for you is factored thAn the 40% converts to your dogs and is reduced by another 20% from the jungle passive...
I still gotta disagree with your choice of Alabaster for dogs. Is 50% of 15% really anything at all? Even if it goes up to 80% of 15% (@ rank 7), do you still think that will keep them alive that much longer?
The way I see it. Hex can be used to keep your dogs alive, and if runed with Indigo, the dogs, most importantly, will keep you alive.
If you think that Z-Wall will be enough, then why even use dogs?
Personally, I got a 'Michael Vick' mentality when it comes to zombie dogs. Their job is to protect the caster (make me money), if they die in the process...who cares? I'll just summon more (buy more).
Also I forgot to mention that I think your build is totally pro and that the point of my argument is to try and make this build even more "pro".
80% of 15% x 4 though. x 1 it would be gay but with 4 dogs it actually accumulates to a very high regen for you esp if you have high dmg gear. and the more dmg you do the more the dogs heal themselves AND you. let me rephrase, i know its 80% of 15% per dog, i know the dogs dont share health, and i know only 40% would heal you since it says half. so 40% of 15% x 4 = healing you receive. so about 7% per dog for you. so around 28% wpn dmg is healing you constantly as they attack. thats HUGE. the barbs passive for bloodthirst is a mere 3%. so this is TEN TIMES that.
the dogs have a full minute cooldown, so if they die in less than a minute after summoning your fuked. im trying to go against the "im fuked" part of any build for inferno. your idea may work better, but i plan on kiting the shit out of anything that tries to touch me so even in inferno i dont plan on constantly taking mad damage, im sure i will take a good amount but with liek 10 minions and spiders crawling all over mobs and CC in theory ill be fine.
also hex would be relaly gay if it only healed 1 dog or unit for 8k when you'll have like 50k health at lvl 60. by reading it it sounds like it could heal your entire group for 8k, it makes more sense, its like picking up a health globe in inferno
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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
80% of 15% x 4 though. x 1 it would be gay but with 4 dogs it actually accumulates to a very high regen for you esp if you have high dmg gear. and the more dmg you do the more the dogs heal themselves AND you. let me rephrase, i know its 80% of 15% per dog, i know the dogs dont share health, and i know only 40% would heal you since it says half. so 40% of 15% x 4 = healing you receive. so about 7% per dog for you. so around 28% wpn dmg is healing you constantly as they attack. thats HUGE. the barbs passive for bloodthirst is a mere 3%. so this is TEN TIMES that.
the dogs have a full minute cooldown, so if they die in less than a minute after summoning your fuked. im trying to go against the "im fuked" part of any build for inferno. your idea may work better, but i plan on kiting the shit out of anything that tries to touch me so even in inferno i dont plan on constantly taking mad damage, im sure i will take a good amount but with liek 10 minions and spiders crawling all over mobs and CC in theory ill be fine.
also hex would be relaly gay if it only healed 1 dog or unit for 8k when you'll have like 50k health at lvl 60. by reading it it sounds like it could heal your entire group for 8k, it makes more sense, its like picking up a health globe in inferno
Hmm...I see your point. I guess the only way to determine which way would be more efficient would be to test both out in inferno...
Also about Hex with a Golden rune. The way it's worded right now makes it seem more like I'd be single target heals periodically, rather than group (emphasis on the word "Targets" rather than "Allies"). As you said before, 8k single random target would be a total fail.
Ya there's only so much we can Do with the theorycrafting numbers until we can test them. If hex golden doest heal all than hex is just an obtain fail ability. I test it in then beta and he hexed 2 targets max then poofs
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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 am not that crazy about restless giant tbh. I mean where are you not going to have 5 enemies near you? Seems to be a rare occurrence, in which case the gargantuan will constantly spam the enrage nearly on cooldown and never have the ability up for bosses or elite spawns.
Another problem with the build is it seems to be lacking offense.
Maybe ditch hex for some kind of offense? Like Haunt or firebomb.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Another problem with the build is it seems to be lacking offense.
I can safely bet that 95% of the Witch Doctor builds have been posted on Bnet and Dfan forums will fail miserably on release.
Anybody can just make a build that's full of high damage skills, and sure, they'll dominate, for about 30 seconds, and then they'll run out of mana.
yep. i take into account everything and my builds STILL might not cut it. even though im confident my builds or just a slight variation of them will dominate.
@jaclashflash
you didnt read the thread did you? where i explained all of my man dmg capabilities. ill break all of it down for you:
All Dmg Capabilities:
4 x 15% wpn dmg @ all times - zombie dogs
1 x 25% wpn dmg @ all times + every 2 min 125% dmg / 43% attack & movement speed - gargantuan
3-4 x ~20% (fettishes dmg yet to be announced but they were 20% a piece before) @ all times after initial spam
16-20 x 38% wpn dmg @ all times - corpse spiders (tested in the beta)
104% wpn dmg per second for mobs standing in Graps of the Dead. decent sized AOE and slow
80% wpn dmg per swing from zombie wall and slow
and TONS of healing and survivability. so where exactly do i need more offense? ill be spamming the spiders at all times while all my minions are attacking and rotating zombie wall and grasp of the dead. i have plenty of dmg output.
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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
Another problem with the build is it seems to be lacking offense.
I can safely bet that 95% of the Witch Doctor builds have been posted on Bnet and Dfan forums will fail miserably on release.
Anybody can just make a build that's full of high damage skills, and sure, they'll dominate, for about 30 seconds, and then they'll run out of mana.
yep. i take into account everything and my builds STILL might not cut it. even though im confident my builds or just a slight variation of them will dominate.
@jaclashflash
you didnt read the thread did you? where i explained all of my man dmg capabilities. ill break all of it down for you:
All Dmg Capabilities:
4 x 15% wpn dmg @ all times - zombie dogs
1 x 25% wpn dmg @ all times + every 2 min 125% dmg / 43% attack & movement speed - gargantuan
3-4 x ~20% (fettishes dmg yet to be announced but they were 20% a piece before) @ all times after initial spam
16-20 x 38% wpn dmg @ all times - corpse spiders (tested in the beta)
104% wpn dmg per second for mobs standing in Graps of the Dead. decent sized AOE and slow
80% wpn dmg per swing from zombie wall and slow
and TONS of healing and survivability. so where exactly do i need more offense? ill be spamming the spiders at all times while all my minions are attacking and rotating zombie wall and grasp of the dead. i have plenty of dmg output.
How are you going to get 3-4 fetishes? Even if you spam casted spiders during combat, a lot of your time will involve moving from one place to another.
And pets have to run to mobs, so their dmg isnt constant.
On the beta I noticed the spiders took like 1 second to activate, and another second to get to the target, and then fell over dead a couple seconds later. Unless they updated them, they seemed rather worthless....I could kill the mob with haunt, or firebomb, or firebats before the spiders even come out of the stupid jar. Ohh and if the target is too far away, which isnt far for them, then they wont attack at all.
The pets alone prob wont kill much on inferno, and the spiders seem iffy to me from my experience with them. I can understand where you are coming from. From a mathematical standpoint the spiders look really OP given their %wpn dmg and the sheer # of them you can maintain, but the actual gameplay experience is much different. In game you can see they have those OP #s for a reason, they just arent alive long enough to do much dmg.
Get on beta and try to kill the Skeleton king just with spiders. I did one time, and it felt like it took forever.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I like it, wall of zombies and grasp of dead can work nicely together. All of those attack skills do physical damage, although it might actually be beneficial later in the game with immune enemies, Id prefer some variety with a caster (at least 2 types of damage).
How are you going to get 3-4 fetishes? Even if you spam casted spiders I cant really see that happening on a 3% proc...
And pets have to run to mobs, so their dmg isnt constant.
On the beta I noticed the spiders took like 1 second to activate, and another second to get to the target, and then fell over dead a couple seconds later. Unless they updated them, they seemed rather worthless....I could kill the mob with haunt, or firebomb, or firebats before the spiders even come out of the stupid jar. Ohh and if the target is too far away, which isnt far for them, then they wont attack at all.
The pets alone prob wont kill much on inferno, and the spiders seem iffy to me from my experience with them. I can understand where you are coming from. From a mathematical standpoint the spiders look really OP given the %dmg wpn dmg they do and the # of them you can maintain, but the actual gameplay experience is much different. In game you can see they have those OP #s for a reason, they just arent alive long enough to do much dmg.
huh? the pets run to mobs before you even attack, have you played the beta? the dogs run off screen soemtiems to mobs before you even see them lol. and i didnt say ANYTHING about them solo killing anything, obviously. they are just extra dmg and meat shields.
as i said, i tested the spiders in the beta and you just have to aim them correctly, you throw them directly in the path of a mob or on top of them if they arent moving much, its just a spell you need to position properly to get the best results. i found it to be the most OP once you knew how to use it.
fettishes last for a full minute, ill be spammign spiders non stop so that 3% will stack pretty quickly, like i said in another post you neglected to read i tried the circle of life passive and it took barley any time to get all 3 dogs to res up at 5%. but thats not really a good argument against all my many damage abilities, because even if i dont get 3-4. ill for sure at the very least have 2 up at all times when im attacking.
haunt does such shitty dmg because of the duration, at max lvl 500% over 15 seconds on a single target is crap, only good for xtra dmg dot on like a boss. itll never jump in inferno because even 500% wont kill a single mob.
I like it, wall of zombies and grasp of dead can work nicely together. All of those attack skills do physical damage, although it might actually be beneficial later in the game with immune enemies, Id prefer some variety with a caster (at least 2 types of damage).
I've come up with something similar when I was trying to create a build centered around vision quest. Take a look I think it will be a lot of fun to play. http://us.battle.net...RbhY!adg!aZaaZb
theres no such thing as immune enemies in D3, they are removing that from the game. the most a mob can have is 50% resistance against any one element.
also if your going to take bad medicine itll be far more beneficial to have more poison dmg. so http://us.battle.net...RbhY!adg!acaacb . bats and your garg now do poison aoe. i also wouldnt take golden in grasp of the dead because 2 second reduction isnt a lot at all. and the crimson rune over doubles the dmg.
im not a big fan of vision quest, i dont like the idea of having to get 4 abilities to be on CD just to activate it. but it could still work nicely.
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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
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http://us.battle.net...hWkY!aWf!abZbbZ
got some nice situational AOE abilities (zombie wall - grasp of the dead) to help keep my ass safe and TONS of pets (4 dogs, garg, templar, 16-20 spiders out while spamming, 3-4 fettish's from passive, hex shaman who healz)
since my spiders return 71 mana (lvl 4 rune, so lvl 7 will generate more) per hit, and they each hit two times per spider per cast if they are near enemies so 71 x 2 x 4 = 568 potential mana returned per cast IF they all hit as well as a potential 304% wpn dmg, obviously they wont get max hits every time but its nice to know i can potentially get more mana back than im casting since its one of the more expensive spells to spam. so ill also get some help from gear too for mana regen.
so anyways the idea is to spam the crap out of spiders which will summon your fettish's since its a "physical realm spell" so both you and your fettish's will be hitting from the back while your pets are up front, and when certain mobs ignore your pets and run after you GoTD and Zombie wall will help keep them at bay and your dogs, templar & hex will all help heal the group.
if survivability is decent i would replace jungle fortitude with vermin for more spider dmg since its my main dmg doer. fettish's are probably weak so it wont be good unless you have the max amount, its either 3 or 4 i forget what was said at blizzcon.
i was skeptical of the spider spell at first but in the beta once you get some decent DPS you can chuck the vase of spiders into a group n watch them all OM NOM the mobs and once each spider started 1 shotting mobs it was nuts lol. but ya thats just the beta
the garg is another meat shield and is also situational, with the red rune he will rage out on champions and big groups, i like it because im lazy and love lots of pets doing the work for me lol
i disagree with the fettish's, when i got the circle of life passive and tested it, i got all 3 dogs to res in like a minute (5% chance). if your spamming spiders really fast i see being able to keep 3 fettish's up easy. but obviously time will tell when i test it, i still like the idea of it for now. im not sure how much dmg they do either, if it turns out they dont do much dmg and i cant get more than 2 then i will replace it with vermin.
your build uses too much mana, firebats is channeled at 300 mana per second and locusts cost a lot also, if you got golden rune into locusts then maybe, but i dont see a reason to use firebats with this build that much since it drains mana and you dont get it back.
although i do see what you mean about soul harvest, im going to replace it with hex golden for more CC (chickens lawl) and more healz. edited my post above.
I would have used a different rune on gargantuan, maybe Alabaster (depending on what "periodically" means) or Indigo (raise damage and hits multiple targets) but I take it you think of using it as a situational.
This is for SP or MP? I think in MP it would be a very useful build, you could do the tanking (and a bit of healing) while your party members could focus on damage dealing.
i saw a video of the indigo rune on the garg and it was like a slow small cleave which he seemed to only hit 1 target most of the time anyways, so i think the situational rune would be a lot more beneficial for bosses and certain situations.
the point of this build is very high survivability, since inferno monsters wont go down quick regardless you need to be able to survive awhile, i have plenty of damage between all of my many many pets as i listed - 15% x 4 dogs. 25%x1 garg - which turns into 125% and 43% attack n speed bonus when i confront champions/big groups every 2 minutes. 3-4 fettish's which have their dmg yet to be announced, if you look at the fettish skill the % dmg isnt listed yet, they must still be deciding. but even if it was say 20% it would still be good because again itll be x3 -4 . and then 38% x4 per spider cast which ill be spamming
and wall of zombies will do pretty nice dmg too 80% per second while mobs are near it. and i think a lot of people are wayyy underestimated grasp of the dead, it has a 8 second CD which ppl see as long but it seems like right after casting it, its almost ready to use again. while using GoTD in the beta which only is 42% dmg per second i was laying waste to giant tight groups of mobs in seconds, no mob would outlast even 3-4 seconds in GOTD when it lasts all 8 seconds so 8x42% and since mobs get slowed in it they cant just run out (unless they are teleport mobs or super fast critters). it was my favorite AOE ability for how strong it was and the crimson rune OVER doubles its damage and a lvl 6-7 rune tripples the original dmg per second.
and keep in mind since im relying heavily on my skills/pets/follower for healing and defense i would stack pretty much as much dmg as humanly possible on gear. personally i dont like stacking loads of MF/GF and having a hard ass time killng stuff, and in inferno i doubt anyone will be able to stack any decent amount of either anywhere close to release because of how effing hard it will be. id rather kill stuff MUCH quicker and easier and do more/faster runs to get gear/gold.
Hex (Golden) could add some cushioning, but I wouldn't be surprised if it healed a dog instead of you.
Pro edited version: http://us.battle.net...hWkY!aWf!YbZbbZ
I think this version would be a lot more efficient because the caster (you) will have a hell of a lot more absorption and the dogs who will be taking the damage will be getting healed by Hex.
Pro synergy, right?
I also change the rune in Z-Wall to golden that way it can stack with GotD for a sexy -110% movement speed reduction. That will do more than slow down mobs, but strait up stop them cold and do a total of 184% dps (@ rank 4).
Pro, right?
you changed the rune in zwall from... golden to golden? so pro
the dogs need survivability just as much as you do, so healing both you and them is better then converting the dmg you take to the dogs.
Oops lol, I could have sworn you had an Obsidian in Z-Wall....my bad
You really though I was trying to troll?
my build has a picture of it with the golden rune and the link so ya thought you were just being a smart ass lol
but ya i dont think the rune in dogs will be better than alabster for survivability UNLESS the dogs have mad health pools and survive a decent amount in inferno. i realize some mobs will rush you i mentioned that, thats the pont of golden zwall and GoTD to keep them at bay. its all hypothetical but i think converting half the dmg you take to your dogs isnt game changing unless either the dogs have insane health or the 20% reduction for you is factored thAn the 40% converts to your dogs and is reduced by another 20% from the jungle passive...
Though as i'm looking on builds HC-wise, i'd switch Fetish Sycophants to Spirit Vessel... Just in case
tyvm :). ive spent a lot of time on that damn skill calc. i would take spirit walk and spirit vessel if i was using this in HC
The way I see it. Hex can be used to keep your dogs alive, and if runed with Indigo, the dogs will keep you alive.
If you think that Z-Wall will be enough, then why even use dogs?
Personally, I got a 'Michael Vick' mentality when it comes to zombie dogs. Their job is to protect the caster (make me money), if they die in the process...who cares? I'll just summon more (buy more).
I still gotta disagree with your choice of Alabaster for dogs. Is 50% of 15% really anything at all? Even if it goes up to 80% of 15% (@ rank 7), do you still think that will keep them alive that much longer?
The way I see it. Hex can be used to keep your dogs alive, and if runed with Indigo, the dogs, most importantly, will keep you alive.
If you think that Z-Wall will be enough, then why even use dogs?
Personally, I got a 'Michael Vick' mentality when it comes to zombie dogs. Their job is to protect the caster (make me money), if they die in the process...who cares? I'll just summon more (buy more).
Also I forgot to mention that I think your build is totally pro and that the point of my argument is to try and make this build even more "pro".
the dogs have a full minute cooldown, so if they die in less than a minute after summoning your fuked. im trying to go against the "im fuked" part of any build for inferno. your idea may work better, but i plan on kiting the shit out of anything that tries to touch me so even in inferno i dont plan on constantly taking mad damage, im sure i will take a good amount but with liek 10 minions and spiders crawling all over mobs and CC in theory ill be fine.
also hex would be relaly gay if it only healed 1 dog or unit for 8k when you'll have like 50k health at lvl 60. by reading it it sounds like it could heal your entire group for 8k, it makes more sense, its like picking up a health globe in inferno
Hmm...I see your point. I guess the only way to determine which way would be more efficient would be to test both out in inferno...
Also about Hex with a Golden rune. The way it's worded right now makes it seem more like I'd be single target heals periodically, rather than group (emphasis on the word "Targets" rather than "Allies"). As you said before, 8k single random target would be a total fail.
I'm not sure what to think about it.
Another problem with the build is it seems to be lacking offense.
Maybe ditch hex for some kind of offense? Like Haunt or firebomb.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I can safely bet that 95% of the Witch Doctor builds have been posted on Bnet and Dfan forums will fail miserably on release.
Anybody can just make a build that's full of high damage skills, and sure, they'll dominate, for about 30 seconds, and then they'll run out of mana.
yep. i take into account everything and my builds STILL might not cut it. even though im confident my builds or just a slight variation of them will dominate.
@jaclashflash
you didnt read the thread did you? where i explained all of my man dmg capabilities. ill break all of it down for you:
All Dmg Capabilities:
4 x 15% wpn dmg @ all times - zombie dogs
1 x 25% wpn dmg @ all times + every 2 min 125% dmg / 43% attack & movement speed - gargantuan
3-4 x ~20% (fettishes dmg yet to be announced but they were 20% a piece before) @ all times after initial spam
16-20 x 38% wpn dmg @ all times - corpse spiders (tested in the beta)
104% wpn dmg per second for mobs standing in Graps of the Dead. decent sized AOE and slow
80% wpn dmg per swing from zombie wall and slow
and TONS of healing and survivability. so where exactly do i need more offense? ill be spamming the spiders at all times while all my minions are attacking and rotating zombie wall and grasp of the dead. i have plenty of dmg output.
How are you going to get 3-4 fetishes? Even if you spam casted spiders during combat, a lot of your time will involve moving from one place to another.
And pets have to run to mobs, so their dmg isnt constant.
On the beta I noticed the spiders took like 1 second to activate, and another second to get to the target, and then fell over dead a couple seconds later. Unless they updated them, they seemed rather worthless....I could kill the mob with haunt, or firebomb, or firebats before the spiders even come out of the stupid jar. Ohh and if the target is too far away, which isnt far for them, then they wont attack at all.
The pets alone prob wont kill much on inferno, and the spiders seem iffy to me from my experience with them. I can understand where you are coming from. From a mathematical standpoint the spiders look really OP given their %wpn dmg and the sheer # of them you can maintain, but the actual gameplay experience is much different. In game you can see they have those OP #s for a reason, they just arent alive long enough to do much dmg.
Get on beta and try to kill the Skeleton king just with spiders. I did one time, and it felt like it took forever.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I've come up with something similar when I was trying to create a build centered around vision quest. Take a look I think it will be a lot of fun to play. http://us.battle.net/d3/en/calculator/witch-doctor#gVRbhY!adg!aZaaZb
huh? the pets run to mobs before you even attack, have you played the beta? the dogs run off screen soemtiems to mobs before you even see them lol. and i didnt say ANYTHING about them solo killing anything, obviously. they are just extra dmg and meat shields.
as i said, i tested the spiders in the beta and you just have to aim them correctly, you throw them directly in the path of a mob or on top of them if they arent moving much, its just a spell you need to position properly to get the best results. i found it to be the most OP once you knew how to use it.
fettishes last for a full minute, ill be spammign spiders non stop so that 3% will stack pretty quickly, like i said in another post you neglected to read i tried the circle of life passive and it took barley any time to get all 3 dogs to res up at 5%. but thats not really a good argument against all my many damage abilities, because even if i dont get 3-4. ill for sure at the very least have 2 up at all times when im attacking.
haunt does such shitty dmg because of the duration, at max lvl 500% over 15 seconds on a single target is crap, only good for xtra dmg dot on like a boss. itll never jump in inferno because even 500% wont kill a single mob.
theres no such thing as immune enemies in D3, they are removing that from the game. the most a mob can have is 50% resistance against any one element.
also if your going to take bad medicine itll be far more beneficial to have more poison dmg. so http://us.battle.net...RbhY!adg!acaacb . bats and your garg now do poison aoe. i also wouldnt take golden in grasp of the dead because 2 second reduction isnt a lot at all. and the crimson rune over doubles the dmg.
im not a big fan of vision quest, i dont like the idea of having to get 4 abilities to be on CD just to activate it. but it could still work nicely.