Well, since I've been doing nothing but farming inferno bosses since I beat Inferno Dblo last Monday, I thought I'd take some time out and go over my build and what I experienced going through the game.
Skills I used:
For use until Hell Mode: Runes 10/20/30 - Blood Ritual / Spiritual Attunement / Pierce the Veil
LClick: Explosive Frogs
RClick: Unbreakable Grasp
1- Spirit Walk with Increased Duration Glyph
2- Soul Leech with HP Drain Glyph
3- Acid Pool with Lob Blob Bomb Glyph
4- Gargantuan with w/e glyphs available
During Hell: - Runes 10/20/30 - Blood Ritual / Spiritual Attunement / Spirit Vessel
LClick: Addler Toads
Rest = Same
Inferno Progression: Runes 10/20/30 - Spirit Vessle / Pierce the Veil / Fetish Sycophants
Swap to stacking all AS and staying as far away as possible to use:
LClick: Poison Dart with Splinters.
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration Glyph
2 - Mass Confusion with Reduced Duration Glyph
3 - Fetish Army with last glyph for added Headhunters (Good because they stay near you and will tank when something comes near you, which is better than having more mobs run off and die to one aoe.)
4 - Wall of Zombies with Increased Width
Inferno Farming: Runes 10/20/30 - Spirit Vessle / Pierce the Veil / Fetish Sycophants
LClick: Poison Dart Splinters
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration
2 - Mass Confusion with Reduced CD Glyph
3 - Haste Totem with Damage Increase Glyph
4 - Wall of Zombies with Increased Width
(Execution: Start off with AoE snare under target. Then wall them off with zombies and drop haste totem immediately. DPS your heart out til the named is about to hit you. Pop Spirit Walk and continue tanking named while DPSing. When Spirit Walk fades, you'll get one-shot but pop Spirit Vessle glyph, which puts you back into Spirit Walk mode and allows you to, generally, finish off the boss.
For bosses that are more difficult -I.E. Blue / Gold named- you want to use Mass Confusion for the charm like it's your best friend. Charm doesn't hold well on named, but it holds well on trash, and trash can devastate a named. You may be surprised. If you properly pull a group of adds to a named and charm them and immediately GTFO so they have the full uptime of charm to kill each other, you'll find yourself thinning the herd very quickly.)
Inferno Dblo:
LClick: Poison Dart Splinters
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration
2 - Mass Confusion with STUN Glyph
3 - Haste Totem with Damage Increase Glyph
4 - Gargantuan with STUN Glyph
Runes 10/20/30 = Spirit Vessel / Pierce the Veil / Fetish Sycophants
The reason you don't need any damage reduction is because Inferno will kill you anyway. I experimented with a build that was tanky enough to survive a blink hit from Dblo, and it dropped my DPS to a third. (From 30k to 10k - I'm now at 35k.) This may sound worth it to some, but you'll find you're just allowing even more RNG into the fight when your dps is that low, and it's better to just utilize your skills well enough and hope for a bit of RNG luck rather than RNG badluck.
The strat:
Stay offscreen from Dblo at all times and have your finger on the Spirit Walk key like your life depends on it. If your Spirit Walk isn't up, you should have your finger on the Mass Confusion key. If both aren't up, you should have your Gargantuan running around by your side waiting to stun Dblo the instant he pops on you. The key to beating phase 1/3 entirely is just staying out of his range and avoiding dying to his blink attacks. The whole build is built around surviving those blink attacks. You may think the haste totem isn't, but the haste totem will actually take a hit from Dblo and pull pressure off of you. The haste totem is also amazing because, if you're paired with a wizard, he can drop his venom hydra inside of it to get them hasted / damage increased, which is very useful on a heavy moving fight, to have a stationary immune object that can put out as much DPS as possible.
Going into Phase 2, you need to either be dead (if you're grouped and want to play it safe because WD illusions GRAPE the HELL out of everyone) or you need to be ready to pop spirit walk and Mass Confuse the adds to fight each other. Charming the adds to kill each other actually works amazingly, but it requires people to GTFO before they have a chance to target them, so they instead target each other (the illusions.)
That's pretty much it for Dblo. It takes a lot of attempts and practice. You'll also probably learn that the pillars / health cauldron things will block the aoe fireballs and so you can position yourself near them when you pop your haste totem, and then tell your friends to pop their hydra inside it.
---
Why the skills I used up til Inferno and when I used them:
The reason you use explosive toads at first is because it's insane aoe damage and you can still hang in the front pre-Hell. In Hell, you need to start using Addler Toads to mitigate some damage via CC / charm primarily. Charm is amazing. My group went from getting thrashed to use thrashing when I swapped to Addler Toads in Hell. It allowed us to take a manageable amount of damage.
Spirit Walk - If you don't know already, it damn near makes you invulnerable the whole time it's up. You leave behind a little image that takes the first hit, and after that, it's very hard to break through it.
Unbreakable Grasp - If this isn't your right click, you're doing it wrong. This snare is too amazing not to have. You can permanently keep it up and it will snare things to the point where you can usually just sit behind your pool and kill everything inside of it before it escapes.
---
Gear - Int / Vit work great all the way through, but you want to stack attack speed in EVERY slot possible once you start using Poison Dart Splinters. The splinters are basically 0 mana and you just want to throw out as many of them as humanly possible. One reason for the need of AS on PD is the fact that in inferno, you're dodging a lot of random obstacles. You can't afford to have a slow cast animation. It will just get you killed. The other reason is that you really don't have the mana to sustain spamming frogs any faster than you are while keeping Unbreakable Grasp and Lob Blob Bomb Acid Pool up pre-Inferno. Since you can also survive in other modes, it makes more sense to actually worry about vitality more up until that point.
In spots that you can't get attack speed but you can get increased crit chance and crit damage, scoop them up. If you can get both AS and Crit or Crit Damage, go for that. Remember, int plays a huge role in your damage also so you never want to give up too much of it.
Also, remember that while you DEFINITELY want AS on your weapon, you need to understand that AS on weapons is already factored into the weapon's speed. If you have a weapon that says 25% increased AS but the weapon speed is still 1.20, that's still slower than a weapon with 0% AS but a natural 1.4 speed. You'll find that WD-only weapons are generally very fast. I currently use a 780 with 15% AS 1h (1.61 speed) with a 100-393 dmg OH with +91 Max Mana. That's the type of weap/OH you'd be aiming for.
I'd say my gear is pretty good now. I think I was one of the top people to hit max level and so I was able to make a lot of money off even 600+ DPS weaps at the time. I used that to buy some gear and I've also farmed some / have friends that have thrown WD gear my way. My damage on the detail sheet is 37653.45, but it was like 28k when I did Inferno Diablo. I have 22.9k hp. And I have 2.54 attack speed. 997 Max Mana.
Hey man I just wanted to say I tried out your build and it is beautiful!
I run with a barbarian, have been since launch. We're farming inferno act 1 and going to progress into act 2 soon.
He recently found Manajuma's Mojo and it has 8% increased damage to poison darts so it was a score!
Can't wait to get further into inferno and start stacking that attack speed and see the crazy damage.
I modified a couple things because he's running a tank spec, but they run hand in hand.
Thanks! This is going to help us progress quite a bit.
Just a question. I have been pretty much set in using my current build which is allowing me to farm Act 4 Hell difficulty pretty easily. As such, I am not that familiar with other skills and how to use them.
Wanted to ask what is the general strategy when approaching a mob if I were to use your Inferno progression build ? Im assuming approach mob, drop grasp, put up wall, start poison darts. When is a good time to use fetish army, and how do you regen enough mana to make pierce the veil not make you run out ? Any other tips ?
Just a question. I have been pretty much set in using my current build which is allowing me to farm Act 4 Hell difficulty pretty easily. As such, I am not that familiar with other skills and how to use them.
Wanted to ask what is the general strategy when approaching a mob if I were to use your Inferno progression build ? Im assuming approach mob, drop grasp, put up wall, start poison darts. When is a good time to use fetish army, and how do you regen enough mana to make pierce the veil not make you run out ? Any other tips ?
Thanx !
Hey, the way I do trash is:
Drop snare in between mobs and you.
DPS til mobs are near escaping snare.
Drop wall on closest one to you.
Back up and re-snare.
Repeat.
For blue/gold named:
Same concept but use spirit walk to run next to everything and charm every time it's up. Use fetishes when you get into a predicament and need them to tank. Or use them at the start for a harder initial burn cause they'll tank and give you more stationary time. If it's a really tough pack and you can't fight straight up, pull a pack of normal mobs near the named but not on top of them. Then position yourself to be in range to charm them but not the named. Now let the mob hit you and pop your spirit vessel. Wait about 2 seconds and then pop mass confusion right before you die so they have maximum charm uptime on each other (no time wasted being charmed and going for you.) If you do it right, you'll charm only the normals, die, and they'll kill the named. You can charm the named too but it won't last long on them.
I forgot to add that you can swap the Fetish Sycophant rune for Spiritual Attunement if you have mana issues. Fetish Sycophants are just a filler tank-type rune IMO that's better than 20% less damage taken cause 20% won't prevent a one-shot but a spawned fetish taking the hit instead will.
Hey man I just wanted to say I tried out your build and it is beautiful!
I run with a barbarian, have been since launch. We're farming inferno act 1 and going to progress into act 2 soon.
He recently found Manajuma's Mojo and it has 8% increased damage to poison darts so it was a score!
Can't wait to get further into inferno and start stacking that attack speed and see the crazy damage.
I modified a couple things because he's running a tank spec, but they run hand in hand.
Thanks! This is going to help us progress quite a bit.
Glad to hear it! I never ran with a barb so I understand tweaking a few things.
I have a few questions that I have yet to be answered, so I thought I'd ask them here.
I am WD in act 2 inferno atm, not really trying to get any further since I feel the challenge is enough here atm. But I have just some fundamental questions about game mechanics for a WD.
My current stats is like: 17k dps / 3k armor / 36k hp / 832 mana / around 350 all res. Running with a wd knife and mojo.
I have been up at 20k dps, going IAS nearly going oom just spamming darts :P, but then thought that going a more tanky build would be better. I can see how your build works, but am just wondering if you know how the weap dmg is actually affecting spells.
Atm I think of 2 scenarios, where #1 is that it's based off the "damage" on the char screen, and #2 where the dmg is the mean value of your weapons damage ratio (for example 100-200 dmg, would be 150).
Secondly I was going to ask if you think I should drop some hp for dps gear, and still keep my res, or if I should just drop them both and go all out dps?
Good post, and upvote for you
Edit: And did you ever run with mf on your gear, or did you just progress with max dmg output?
As far as how damage is calculated, I can only speculate myself but I think I'm right. It's definitely not from the Details sheet damage, as you can see if you hover over it that it says that's the damage per second of the listed factors (crit, AS, etc.) And I know two things for sure. I'll use Poison Darts as an example. For Poison Dart Splinters, it does 60% weapon damage each. Since weapon damage is a range for every weapon, like mine is 279-695 and then my OH is 100-393. That makes my weapon damage 379-1088. Now, I also know that my hits aren't the same every time. So it's clearly not using the average of the weap damage. The weap damage is randomized per hit as a # and then the dart takes 60% of that number, and then your int and all other factors come into play and up that # to what you see. That's what I believe.
As far as your gear goes, I'd recommend going as heavy DPS as you can while not completely trashing Vitality. I value it like 30-35% as much as Int in Inferno. I've recently started wanting more dex, actually. I'd rather dodge. And I never wore MF gear leveling up. I hardly wear it now unless I'm doing a run where I'm popping chests or something because I need the DPS gear to kill the stuff. In your case, I'd get AS in every slot that it comes in first, and then I'd focus more on int than the vitality and swap pieces that give more int and less vit. Resists are nice but I worry about them last, if at all. The way I play, I'm a glass cannon with a lot of good abilities to avoid taking hits. I'm not in it to survive but to be able to kill my targets at all costs.
Nice write up. What is your take on using Firebomb? Imo it's the coolest of the primary skills, but is it viable in your opinion?
Honestly, going into D3, I was planning on using Firebomb as my main attack. I just thought it would be good from reading about it. But I never ended up finding a use for it. Looking back, I'd say the Ghost Bomb glyph makes it a cheap mana cost, really wide aoe that lands starts where you target, which could be useful in some situations. That's all I can think of, though.
Hey man, glad to see this is working for you as it seems a really unique build compared to the normal stuff we're seeing from a lot of people.
I would love to try out your build a bit, honestly I've been doing a lot of solo grinding, hit 60 last night and been having some fun with some different things.
In inferno, did you ever go up against a fast champ pack solo? I started hitting some really crazy ones in Hell A3 in the basement of the tower and wow just died for an hour straight trying to figure out a way to deal with Fire Chains/Fast/Frozen Licker things(the ones that grab you with the tongues), and I would really have to;
1) Stutter step every single other click to have all 3 of them miss their tongue pull
2) Kite back a ton, though didn't help much since they're fast with a tongue pull
and still it took me an hour of trying different builds and pull/engage/kite strategies in order to kill them. And I still had to kill them on two separate attempts because after I got one good kite off the other two caught up and ugh, chains.
What kind of things can you do against something that is faster than you, and can pull themselves and/or teleport to you?
Anyway thanks and appreciate your write-up!
Rollback Post to RevisionRollBack
----------------------Currently LvL 60WD rolling through INFERNO softcore when I have time -------------------------
Hey man, glad to see this is working for you as it seems a really unique build compared to the normal stuff we're seeing from a lot of people.
I would love to try out your build a bit, honestly I've been doing a lot of solo grinding, hit 60 last night and been having some fun with some different things.
In inferno, did you ever go up against a fast champ pack solo? I started hitting some really crazy ones in Hell A3 in the basement of the tower and wow just died for an hour straight trying to figure out a way to deal with Fire Chains/Fast/Frozen Licker things(the ones that grab you with the tongues), and I would really have to;
1) Stutter step every single other click to have all 3 of them miss their tongue pull
2) Kite back a ton, though didn't help much since they're fast with a tongue pull
and still it took me an hour of trying different builds and pull/engage/kite strategies in order to kill them. And I still had to kill them on two separate attempts because after I got one good kite off the other two caught up and ugh, chains.
What kind of things can you do against something that is faster than you, and can pull themselves and/or teleport to you?
Anyway thanks and appreciate your write-up!
I honestly don't know if there is a good stand-up way to handle super fast mobs for any class. If I encounter a pack that problematic, I do the charm trick until I kill off all the minions but one, and then I use the Hex totem / Wall of Zombies / Unbreakable Grasp / Spirit Walk to stay away and DPS.
Yeah that definitely sounds like something to try. I don't really mind the impossibility factor that a lot of people seem to have a problem with.
I usually run with Hex if I have just the 3 pack, since that can more or less even the odds some, and lots and lots of kiting. Oh well, thanks again for the write up and have fun!
Rollback Post to RevisionRollBack
----------------------Currently LvL 60WD rolling through INFERNO softcore when I have time -------------------------
Did you solo inferno diablo or kill with group/friend?
I ended up killing it with a group. We did a ton of tries duo/trio also and got it to like 10% of Phase 2 while we didn't have the four of us on. But ultimately when we did it, everyone was on and wanted in and so we four-manned it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Skills I used:
For use until Hell Mode: Runes 10/20/30 - Blood Ritual / Spiritual Attunement / Pierce the Veil
LClick: Explosive Frogs
RClick: Unbreakable Grasp
1- Spirit Walk with Increased Duration Glyph
2- Soul Leech with HP Drain Glyph
3- Acid Pool with Lob Blob Bomb Glyph
4- Gargantuan with w/e glyphs available
During Hell: - Runes 10/20/30 - Blood Ritual / Spiritual Attunement / Spirit Vessel
LClick: Addler Toads
Rest = Same
Inferno Progression: Runes 10/20/30 - Spirit Vessle / Pierce the Veil / Fetish Sycophants
Swap to stacking all AS and staying as far away as possible to use:
LClick: Poison Dart with Splinters.
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration Glyph
2 - Mass Confusion with Reduced Duration Glyph
3 - Fetish Army with last glyph for added Headhunters (Good because they stay near you and will tank when something comes near you, which is better than having more mobs run off and die to one aoe.)
4 - Wall of Zombies with Increased Width
Inferno Farming: Runes 10/20/30 - Spirit Vessle / Pierce the Veil / Fetish Sycophants
LClick: Poison Dart Splinters
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration
2 - Mass Confusion with Reduced CD Glyph
3 - Haste Totem with Damage Increase Glyph
4 - Wall of Zombies with Increased Width
(Execution: Start off with AoE snare under target. Then wall them off with zombies and drop haste totem immediately. DPS your heart out til the named is about to hit you. Pop Spirit Walk and continue tanking named while DPSing. When Spirit Walk fades, you'll get one-shot but pop Spirit Vessle glyph, which puts you back into Spirit Walk mode and allows you to, generally, finish off the boss.
For bosses that are more difficult -I.E. Blue / Gold named- you want to use Mass Confusion for the charm like it's your best friend. Charm doesn't hold well on named, but it holds well on trash, and trash can devastate a named. You may be surprised. If you properly pull a group of adds to a named and charm them and immediately GTFO so they have the full uptime of charm to kill each other, you'll find yourself thinning the herd very quickly.)
Inferno Dblo:
LClick: Poison Dart Splinters
RClick: Unbreakable Grasp
1 - Spirit Walk with Increased Duration
2 - Mass Confusion with STUN Glyph
3 - Haste Totem with Damage Increase Glyph
4 - Gargantuan with STUN Glyph
Runes 10/20/30 = Spirit Vessel / Pierce the Veil / Fetish Sycophants
The reason you don't need any damage reduction is because Inferno will kill you anyway. I experimented with a build that was tanky enough to survive a blink hit from Dblo, and it dropped my DPS to a third. (From 30k to 10k - I'm now at 35k.) This may sound worth it to some, but you'll find you're just allowing even more RNG into the fight when your dps is that low, and it's better to just utilize your skills well enough and hope for a bit of RNG luck rather than RNG badluck.
The strat:
Stay offscreen from Dblo at all times and have your finger on the Spirit Walk key like your life depends on it. If your Spirit Walk isn't up, you should have your finger on the Mass Confusion key. If both aren't up, you should have your Gargantuan running around by your side waiting to stun Dblo the instant he pops on you. The key to beating phase 1/3 entirely is just staying out of his range and avoiding dying to his blink attacks. The whole build is built around surviving those blink attacks. You may think the haste totem isn't, but the haste totem will actually take a hit from Dblo and pull pressure off of you. The haste totem is also amazing because, if you're paired with a wizard, he can drop his venom hydra inside of it to get them hasted / damage increased, which is very useful on a heavy moving fight, to have a stationary immune object that can put out as much DPS as possible.
Going into Phase 2, you need to either be dead (if you're grouped and want to play it safe because WD illusions GRAPE the HELL out of everyone) or you need to be ready to pop spirit walk and Mass Confuse the adds to fight each other. Charming the adds to kill each other actually works amazingly, but it requires people to GTFO before they have a chance to target them, so they instead target each other (the illusions.)
That's pretty much it for Dblo. It takes a lot of attempts and practice. You'll also probably learn that the pillars / health cauldron things will block the aoe fireballs and so you can position yourself near them when you pop your haste totem, and then tell your friends to pop their hydra inside it.
---
Why the skills I used up til Inferno and when I used them:
The reason you use explosive toads at first is because it's insane aoe damage and you can still hang in the front pre-Hell. In Hell, you need to start using Addler Toads to mitigate some damage via CC / charm primarily. Charm is amazing. My group went from getting thrashed to use thrashing when I swapped to Addler Toads in Hell. It allowed us to take a manageable amount of damage.
Spirit Walk - If you don't know already, it damn near makes you invulnerable the whole time it's up. You leave behind a little image that takes the first hit, and after that, it's very hard to break through it.
Unbreakable Grasp - If this isn't your right click, you're doing it wrong. This snare is too amazing not to have. You can permanently keep it up and it will snare things to the point where you can usually just sit behind your pool and kill everything inside of it before it escapes.
---
Gear - Int / Vit work great all the way through, but you want to stack attack speed in EVERY slot possible once you start using Poison Dart Splinters. The splinters are basically 0 mana and you just want to throw out as many of them as humanly possible. One reason for the need of AS on PD is the fact that in inferno, you're dodging a lot of random obstacles. You can't afford to have a slow cast animation. It will just get you killed. The other reason is that you really don't have the mana to sustain spamming frogs any faster than you are while keeping Unbreakable Grasp and Lob Blob Bomb Acid Pool up pre-Inferno. Since you can also survive in other modes, it makes more sense to actually worry about vitality more up until that point.
In spots that you can't get attack speed but you can get increased crit chance and crit damage, scoop them up. If you can get both AS and Crit or Crit Damage, go for that. Remember, int plays a huge role in your damage also so you never want to give up too much of it.
Also, remember that while you DEFINITELY want AS on your weapon, you need to understand that AS on weapons is already factored into the weapon's speed. If you have a weapon that says 25% increased AS but the weapon speed is still 1.20, that's still slower than a weapon with 0% AS but a natural 1.4 speed. You'll find that WD-only weapons are generally very fast. I currently use a 780 with 15% AS 1h (1.61 speed) with a 100-393 dmg OH with +91 Max Mana. That's the type of weap/OH you'd be aiming for.
-Naught
I run with a barbarian, have been since launch. We're farming inferno act 1 and going to progress into act 2 soon.
He recently found Manajuma's Mojo and it has 8% increased damage to poison darts so it was a score!
Can't wait to get further into inferno and start stacking that attack speed and see the crazy damage.
I modified a couple things because he's running a tank spec, but they run hand in hand.
Thanks! This is going to help us progress quite a bit.
Just a question. I have been pretty much set in using my current build which is allowing me to farm Act 4 Hell difficulty pretty easily. As such, I am not that familiar with other skills and how to use them.
Wanted to ask what is the general strategy when approaching a mob if I were to use your Inferno progression build ? Im assuming approach mob, drop grasp, put up wall, start poison darts. When is a good time to use fetish army, and how do you regen enough mana to make pierce the veil not make you run out ? Any other tips ?
Thanx !
Hey, the way I do trash is:
Drop snare in between mobs and you.
DPS til mobs are near escaping snare.
Drop wall on closest one to you.
Back up and re-snare.
Repeat.
For blue/gold named:
Same concept but use spirit walk to run next to everything and charm every time it's up. Use fetishes when you get into a predicament and need them to tank. Or use them at the start for a harder initial burn cause they'll tank and give you more stationary time. If it's a really tough pack and you can't fight straight up, pull a pack of normal mobs near the named but not on top of them. Then position yourself to be in range to charm them but not the named. Now let the mob hit you and pop your spirit vessel. Wait about 2 seconds and then pop mass confusion right before you die so they have maximum charm uptime on each other (no time wasted being charmed and going for you.) If you do it right, you'll charm only the normals, die, and they'll kill the named. You can charm the named too but it won't last long on them.
Glad to hear it! I never ran with a barb so I understand tweaking a few things.
and got carried by a Wizard.
ty rj <3
Crit Chance: 12%
Crit Damage: 111%
-Resists-
Physical: 220
Cold: 276
Fire: 220
Lightning: 294
Poison: 220
Arcane/Holy: 220
As far as how damage is calculated, I can only speculate myself but I think I'm right. It's definitely not from the Details sheet damage, as you can see if you hover over it that it says that's the damage per second of the listed factors (crit, AS, etc.) And I know two things for sure. I'll use Poison Darts as an example. For Poison Dart Splinters, it does 60% weapon damage each. Since weapon damage is a range for every weapon, like mine is 279-695 and then my OH is 100-393. That makes my weapon damage 379-1088. Now, I also know that my hits aren't the same every time. So it's clearly not using the average of the weap damage. The weap damage is randomized per hit as a # and then the dart takes 60% of that number, and then your int and all other factors come into play and up that # to what you see. That's what I believe.
As far as your gear goes, I'd recommend going as heavy DPS as you can while not completely trashing Vitality. I value it like 30-35% as much as Int in Inferno. I've recently started wanting more dex, actually. I'd rather dodge. And I never wore MF gear leveling up. I hardly wear it now unless I'm doing a run where I'm popping chests or something because I need the DPS gear to kill the stuff. In your case, I'd get AS in every slot that it comes in first, and then I'd focus more on int than the vitality and swap pieces that give more int and less vit. Resists are nice but I worry about them last, if at all. The way I play, I'm a glass cannon with a lot of good abilities to avoid taking hits. I'm not in it to survive but to be able to kill my targets at all costs.
Honestly, going into D3, I was planning on using Firebomb as my main attack. I just thought it would be good from reading about it. But I never ended up finding a use for it. Looking back, I'd say the Ghost Bomb glyph makes it a cheap mana cost, really wide aoe that lands starts where you target, which could be useful in some situations. That's all I can think of, though.
I would love to try out your build a bit, honestly I've been doing a lot of solo grinding, hit 60 last night and been having some fun with some different things.
In inferno, did you ever go up against a fast champ pack solo? I started hitting some really crazy ones in Hell A3 in the basement of the tower and wow just died for an hour straight trying to figure out a way to deal with Fire Chains/Fast/Frozen Licker things(the ones that grab you with the tongues), and I would really have to;
1) Stutter step every single other click to have all 3 of them miss their tongue pull
2) Kite back a ton, though didn't help much since they're fast with a tongue pull
and still it took me an hour of trying different builds and pull/engage/kite strategies in order to kill them. And I still had to kill them on two separate attempts because after I got one good kite off the other two caught up and ugh, chains.
What kind of things can you do against something that is faster than you, and can pull themselves and/or teleport to you?
Anyway thanks and appreciate your write-up!
I honestly don't know if there is a good stand-up way to handle super fast mobs for any class. If I encounter a pack that problematic, I do the charm trick until I kill off all the minions but one, and then I use the Hex totem / Wall of Zombies / Unbreakable Grasp / Spirit Walk to stay away and DPS.
I usually run with Hex if I have just the 3 pack, since that can more or less even the odds some, and lots and lots of kiting. Oh well, thanks again for the write up and have fun!
I ended up killing it with a group. We did a ton of tries duo/trio also and got it to like 10% of Phase 2 while we didn't have the four of us on. But ultimately when we did it, everyone was on and wanted in and so we four-manned it.