Yeah, I think you need a bit more defense in that build too - either another defensive spell there or a defensive passive (probably in place of Zombie Dogs).
I don't think in PvP you'll have much chance to cast all those offensive spells in succession (there's like 4 of them to rotate there).
But I could see your build working really well if you had 2 melee brutes (any tanky build from a Barb/Monk/Wiz) that would draw the first couple hits in a fight. Not so much if you're with a purely offensive Wizard and Demon Hunter though.
Free escapes are not required, they are recommended but not a given. There is this thing called FCR and if Diablo 3 works like Diablo 2 where your "required" escapes get interrupted then they are pointless. A skilled player can run/walk his way out of danger and out zone other players.
Now as far as your build goes, do we have confirmation that Horrify even does anything in PvP? I know Hex turns opponent into a chicken but I haven't seen anything on Horrify. Only use of those dogs I see are to be damage reductions, or to chip damage enemy, so not a bad build and not a bad set of skills, your meta game will be to stun and slow and run away and chip people to death, with the correct movements and assumptions it could work. If you find yourself actually needing a teleport then you have room to put it in without breaking your original build.
you're going to interrupt instant cast abilities.... yupp...
Are they instant? Do we have a confirmation of that? They don't use FCR and are invulnerable? Either way, it is not a necessity. It might be recommended, but not required to be effective. Also with all of his stun and slow if he can aim correctly and maneuver his character correctly he won't need it.
It's probably already been mentioned but the first weakness I see in this build is that you will just be straight up out-dps'd in a ranged battle. You can potentially fear a couple melee classes who would otherwise pound your face in (or walk up to ranged classes and hope they don't kite), and maybe slow them down with the little zombie arms, but I don't think it's practical to depend on either.
I think you will quickly be recognized as "squishy" for a lack of heavy armor/defensive skills and targeted every time you show face.
locusts, an AOE dot, (or any other type of AOE) is not that effective in pvp. I think locusts at best is a mana innefficient dot (pvp wise hitting only 1 target likely) and at worst can only be used in the most hazardous of situations (up close vs barbs and monks) OR not used at all (vs kiters such as Wizard or DHs) because of its close range limitations. I think in order to use locusts the witch dr has to be in the one position he never wants to be in... up close.
pvp builds should focus on:
CC, movement (improving yours and slowing your opponents), single target DPS, and survivability.
also if the skeleton king 1 shots Zdogs then you can be assured that another player can proably take them out easily as well. I would substitute that for something else as well. Think d2 remember how effective wolves were to a druid? druids spent more time recasting those things than anything else. In a fast paced pvp game where every move matters... why would you want to waste a global cool down on something so easily neutralized?
Good thing locusts is a multiple target dot, and not an AoE, please learn your terms.
Also don't compare how a boss acts to dogs in the first 1/3 of normal difficulty to pvp fights, there is 0 correlation there. 0.
Also don't think D2, ever. D3 is a very different game, the story, and some base mechanics, and the fact the game is in the same genre of play style is pretty much all you can draw from d2 to d3. Pretty much everything has changed.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
Good thing locusts is a multiple target dot, and not an AoE, please learn your terms.
Also don't compare how a boss acts to dogs in the first 1/3 of normal difficulty to pvp fights, there is 0 correlation there. 0.
Also don't think D2, ever. D3 is a very different game, the story, and some base mechanics, and the fact the game is in the same genre of play style is pretty much all you can draw from d2 to d3. Pretty much everything has changed.
disagree.. you can only cast locusts on an opponent when you are up close to them. Its better to stay at range vs barbs and monks. Its better to engage sorcs and demon hunters at mid range. There is never a situation where the Witch Dr wants to be that close to an opponent to be able to casts locusts. Not to mention while the Wtch Dr has some escape moves.. he doesnt have any that can really close the distance quickly vs someone whos kiting. (sorc has tele, DH has vault, barb has charge and leap. I suppose you can use spirit walk offensively but not vs someone whos experienced and knows thats your only movement ability to get up close.
Also, if you look at any Witch DR pvp videos on youtube ... youll see how quickly Zdogs get dispatched. they die in a blink of an eye. it would be one thing if you can keep the zdogs close to you at all time. But they run off and auto attack randomly and they will just get insta gibbed almost instantly.
Leap
Furious Charge
Sprint
Weapon Throw
Ancient Spear
Fist of Thunder - Thunder Clap
Dashing Strike
Seven-Sided Strike
Cyclone Strike
---------
Chances are that most of the fighting in PvP will be close range
Do you seriously believe that you're going to be able to kill them before they can get close? Monks have skills that outright teleport to their targets.
good looks jungle woman, i might think that over with the dogs for spirit barrage but other than that im pretty much stickin to that build, locust is nice in pvp btw l2aim
A WD's job in PVP is CC imo. I don't think that WD will be most viable in 1v1 or 2v2 PVP vs other classes teamed up. Based on this fact, if you want to make a good build, you have to make it fit with 2 other builds.
Leap
Furious Charge
Sprint
Weapon Throw
Ancient Spear
Fist of Thunder - Thunder Clap
Dashing Strike
Seven-Sided Strike
Cyclone Strike
---------
Chances are that most of the fighting in PvP will be close range
Do you seriously believe that you're going to be able to kill them before they can get close? Monks have skills that outright teleport to their targets.
yes its called pillar hugging and LOSing your opponents. WoW arena 101... when your opponent does finally engage you up close... youll want to fear/spirit walk them off not waste a GCD casting locusts knowing that you are gonna eat a lot more than you dish out; locusts is 4 weapon hits over 8 seconds. One WW will hit you more than 4 times per pass (a fraction of the time and thats a lot more damage instantly than locusts (not to mention the barb's 30% DR standard). The Monk is just nastier with his combos and all of his offensive movement sills. You want to stand and trade with a melee class be my guest. as for me, id want to get out of that range ASAP via Fear or spirit walk. Not sit there casting locusts imo eating shots. But i guess to each their own. Maybe Im wrong. Maybe you are right but I dont think so. Shall see when pvp is released.
I stopped reading after "WoW 101". Don't delude yourself into thinking these two games are the same.
It's obvious you never played Diablo 2.
Did you even look at the example build I posted?
*sigh* It works like this:
Cast Haunt for a -30% speed reduction, and 48% dps
Spam Flamedart for 160% dps
If they get close cast Locust Swarm for -20% damage debuff, and 45% dps.
but uhh whoever thinks imma stand in one spot and just get hit over n over thats deff not how imma play this, movement is key in this game its not WoW were u hit tab to target and cant escape besides LoS, u can juke casts spells anythin
Good thing locusts is a multiple target dot, and not an AoE, please learn your terms.
Also don't compare how a boss acts to dogs in the first 1/3 of normal difficulty to pvp fights, there is 0 correlation there. 0.
Also don't think D2, ever. D3 is a very different game, the story, and some base mechanics, and the fact the game is in the same genre of play style is pretty much all you can draw from d2 to d3. Pretty much everything has changed.
disagree.. you can only cast locusts on an opponent when you are up close to them. Its better to stay at range vs barbs and monks. Its better to engage sorcs and demon hunters at mid range. There is never a situation where the Witch Dr wants to be that close to an opponent to be able to casts locusts. Not to mention while the Wtch Dr has some escape moves.. he doesnt have any that can really close the distance quickly vs someone whos kiting. (sorc has tele, DH has vault, barb has charge and leap. I suppose you can use spirit walk offensively but not vs someone whos experienced and knows thats your only movement ability to get up close.
Also, if you look at any Witch DR pvp videos on youtube ... youll see how quickly Zdogs get dispatched. they die in a blink of an eye. it would be one thing if you can keep the zdogs close to you at all time. But they run off and auto attack randomly and they will just get insta gibbed almost instantly.
You're looking at footage thats ancient in regards to balance. Once again, 0 correlation. Skills have changed hundreds of percent in damage since then, up and down. skills have been reworked, etc. Also nothing you said proves that locusts is an AoE. So? you're still wrong?
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
locusts (or any other type of AOE) is not that effective in pvp.
pvp builds should focus on:
CC, movement (improving yours and slowing your opponents), single target DPS, and survivability.
also if the skeleton king 1 shots Zdogs then you can be assured that another player can proably take them out easily as well. I would substitute that for something else as well. Think d2 remember how effective wolves were to a druid? druids spent more time recasting those things than anything else. In a fast paced pvp game where every move matters... why would you want to waste a global cool down on something so easily neutralized?
Wolves on a druid were there for glitches regarding hit boxes. With those out and a teleport on a character they couldn't hit you unless they died or it was an aoe attack like meteor. So totally different concept.
This build has tons of flaws. After your poison dart cast, the barbarian/monk kills you.
You want to be a crowd controller and a nuker at the same time? Inacceptable. Why do you need so many mana providers? You'll die or your partner will kill before you even got a change to finish up the mana.
Bad Medicine has the best sinergy with Poison Dart [ 20% reduced damage from the target] , as it reduces the other team's DPS output. Pierce of Veil should be swapped with Spirit Vessel (Cooldowns are manageable in PvM, but invaluable in PvP). Spiritual Attunment swaping with Tribal Rites (for Hex cooldown ).
The Hex spell is invaluable in PvP for CC.
There are tons of build discussions and the only reliable variables are: * Team composition * Enemy team composition
You can't say you have a 'perfect pvp build'. Every lineup requires a different build.
I don't think in PvP you'll have much chance to cast all those offensive spells in succession (there's like 4 of them to rotate there).
But I could see your build working really well if you had 2 melee brutes (any tanky build from a Barb/Monk/Wiz) that would draw the first couple hits in a fight. Not so much if you're with a purely offensive Wizard and Demon Hunter though.
I think you will quickly be recognized as "squishy" for a lack of heavy armor/defensive skills and targeted every time you show face.
pvp builds should focus on:
CC, movement (improving yours and slowing your opponents), single target DPS, and survivability.
also if the skeleton king 1 shots Zdogs then you can be assured that another player can proably take them out easily as well. I would substitute that for something else as well. Think d2 remember how effective wolves were to a druid? druids spent more time recasting those things than anything else. In a fast paced pvp game where every move matters... why would you want to waste a global cool down on something so easily neutralized?
http://us.battle.net/d3/en/calculator/witch-doctor#aSe!Wc!YZY
You're horribly wrong. Please don't spread such poorly speculated ideas.
Also don't compare how a boss acts to dogs in the first 1/3 of normal difficulty to pvp fights, there is 0 correlation there. 0.
Also don't think D2, ever. D3 is a very different game, the story, and some base mechanics, and the fact the game is in the same genre of play style is pretty much all you can draw from d2 to d3. Pretty much everything has changed.
for he to-day that sheds his blood with me
shall be my brother..."
disagree.. you can only cast locusts on an opponent when you are up close to them. Its better to stay at range vs barbs and monks. Its better to engage sorcs and demon hunters at mid range. There is never a situation where the Witch Dr wants to be that close to an opponent to be able to casts locusts. Not to mention while the Wtch Dr has some escape moves.. he doesnt have any that can really close the distance quickly vs someone whos kiting. (sorc has tele, DH has vault, barb has charge and leap. I suppose you can use spirit walk offensively but not vs someone whos experienced and knows thats your only movement ability to get up close.
Also, if you look at any Witch DR pvp videos on youtube ... youll see how quickly Zdogs get dispatched. they die in a blink of an eye. it would be one thing if you can keep the zdogs close to you at all time. But they run off and auto attack randomly and they will just get insta gibbed almost instantly.
Furious Charge
Sprint
Weapon Throw
Ancient Spear
Fist of Thunder - Thunder Clap
Dashing Strike
Seven-Sided Strike
Cyclone Strike
---------
Chances are that most of the fighting in PvP will be close range
Do you seriously believe that you're going to be able to kill them before they can get close? Monks have skills that outright teleport to their targets.
yes its called pillar hugging and LOSing your opponents. WoW arena 101... when your opponent does finally engage you up close... youll want to fear/spirit walk them off not waste a GCD casting locusts knowing that you are gonna eat a lot more than you dish out; locusts is 4 weapon hits over 8 seconds. One WW will hit you more than 4 times per pass (a fraction of the time and thats a lot more damage instantly than locusts (not to mention the barb's 30% DR standard). The Monk is just nastier with his combos and all of his offensive movement sills. You want to stand and trade with a melee class be my guest. as for me, id want to get out of that range ASAP via Fear or spirit walk. Not sit there casting locusts imo eating shots. But i guess to each their own. Maybe Im wrong. Maybe you are right but I dont think so. Shall see when pvp is released.
It's obvious you never played Diablo 2.
Did you even look at the example build I posted?
*sigh* It works like this:
Cast Haunt for a -30% speed reduction, and 48% dps
Spam Flamedart for 160% dps
If they get close cast Locust Swarm for -20% damage debuff, and 45% dps.
Combined Damage: 253% w-dps, 30% snare, 20% debuff.
Do you get how it works now?? Stacking DoTs that have dual purposes AND THEN nuking.
You're looking at footage thats ancient in regards to balance. Once again, 0 correlation. Skills have changed hundreds of percent in damage since then, up and down. skills have been reworked, etc. Also nothing you said proves that locusts is an AoE. So? you're still wrong?
for he to-day that sheds his blood with me
shall be my brother..."
Don't listen to this guy.
Everything he's saying is pure fuckry
but i think this is final build in mind for me
http://us.battle.net/d3/en/calculator/witch-doctor#aeSXZU!bWZ!cYcaac
someone had a said about dogs gettin 1 shottd, and i watched some pvp videos n noticed.