Did you at all notice an issue with spirit walk? I've been trying to solo her for a long time now and Spirit walk fucks me all the time. I hit it, move away and still die/proc passive. I'm guessing it's the cleave she has killing both forms of me, but that really sucks that our "save" doesn't do anything.
Did you at all notice an issue with spirit walk? I've been trying to solo her for a long time now and Spirit walk fucks me all the time. I hit it, move away and still die/proc passive. I'm guessing it's the cleave she has killing both forms of me, but that really sucks that our "save" doesn't do anything.
Yep. It's like I told the people I was playing with, "DBLO is the first &*#$&^ to kill me through Spirit Walk." She'd catch up to me while sprinting away and swipe me sometimes too. I'm not sure if it's the cleave / the fact she hits so hard / or if it's the times she gets random dot swipes and it's just ticking so fast that one tick pops you out of spirit walk and the next one kills. It doesn't happen all of the time, but I definitely know what you're talking about.
It seems to be the fact that her swing timer is slower than the game unphasing us from the spirit realm. The swing takes like .001 seconds to finish where our spirit walk cancels in .00001 seconds. So it is hitting both the "fake" and then the real right after it. That is what it seems like to me at least. So it all depends on where our actual char is when she swings if we die or not.
To the OP, Very nice and detailed post, thanks for that. I had a question about your inferno farming/progression build, is that designed for soloing only or also groups in mind? I can't help but notice the lack of AoE.
To the OP, Very nice and detailed post, thanks for that. I had a question about your inferno farming/progression build, is that designed for soloing only or also groups in mind? I can't help but notice the lack of AoE.
Thanks. I look at as both because 1) If you're soloing, you need the stuff to stay away and live while being a glass cannon. And in groups, you're doing your group more good by keeping the mobs off everyone and doing heavy single target DPS than you'd be letting more hits get through and doing more AoE. However, if you're farming Act1 with a group and your tank can tank everything fine, I'd change the darts to Rain of Frogs and Wall of Zombies to Lob Blob Bomb, and then just stack all mana regen runes and spam AoE from the back.
Thanks for the info. I just started inferno act 1. I am using your build mostly but with one change, I switched out fetish army for ghost bombs, seems to have perfect synergy with poison darts, I use them when there are 3 or more enemies next to each other. Mana cost and cast times are all the same as poison darts so it works the same as Fetish sycophants.
Will have to see how well it all works out, since fetish army is nice to have against elites, I normally switch ghost bombs to army when my group encounters a tough to kill elite but the ability switch CD in inferno leaves a lot to be desired for.
went to can't kill shit in act II to currently farming and completing it!
just made a small change, replaced BBV with AC (bigger area rune) because I don't have enough dps to kill a blue/yellow straight away without kitting anyway, and because AC helps with the trash
went to can't kill shit in act II to currently farming and completing it!
just made a small change, replaced BBV with AC (bigger area rune) because I don't have enough dps to kill a blue/yellow straight away without kitting anyway, and because AC helps with the trash
Glad to hear it! I definitely understand small swaps. I made one myself:
I've been farming Act 3 and 4 and I've slightly swapped up two things to make it work better now. 1) My AS got too high so I have to use Spiritual Attunement with Spirit Vessel and Pierce the Veil to keep my mana up now. and 2) I swapped out Zombie Wall and put in Fetish Army with Fetish Ambush. Spirit Walking into a pack and dropping the Fetish Army Ambush does CRAZY damage, and then they can tank afterwards while being right on top of them as I dart back away. I've found it way more worth it than any other Fetish ability now while farming.
So I now use: (Inferno Farming)
Runes:10/20/30 - Spiritual Attunement / Spirit Vessel / Pierce the Veil
LClick: Poison Dart (Splinters)
RClick: Grasp of the Dead (Unbreakable Grasp)
1: Spirit Walk (Jaunt)
2: Mass Confusion (Unstable Realm)
3: Big Bad Voodoo (Slam Dance)
4: Fetish Army (Fetish Ambush)
how do you manage invulnerable elites ? i'm struggling to help my friend because darts don't get through minions. Same with illusion elites (like the 4x Illusion/Teleport/Lava/X bees we very often get at the beginning of Act II), where splinters don't go through, and where, due to kiting and teleporting, my friends have a hard time AoE'ing.
do you have any ideas on how mobs decide who they want to focus/attack ? This would help me much on managing/trying to remove the invulnerable ones from the blue/yellow so my friends could kill him fast and nice
which companion are you bringing when soloing, if any ? I'm used to bring the templar, but i'm sighing every time he stays in the lava. I only recently realized that i could force him out by moving "out of screen", but he's just getting on my nerves sometimes.
does the "confusion trick" work when playing in a group ? what do you mean by "confuse and GTFO so you get full duration" ? If it's ranged based (ie attack something in X yards) then should i ask my melee friend to move out temporarily ?
i find it difficult to choose between using a 1H/OH or a 2H, and it's even harder for me to compare a 1H with a 2H (given an OH) when browsing the AH (as the comparison tooltip only shows once you possess the item).
regarding crit and critdmg, i'm quite surprised by your point of view, because from the math i've done (i like theorycrafting, that's maybe why i'm a bad gamer *smiles*) it seems that with my toon the "weights" are 55 int ~ 9% crit ~ 90% critdmg ~ 40 weapon dps. So when you say to "go for crit", i'm puzzled. Any further insight on why crit is good ? Maybe because we're moving often, and rarely hitting so these hits should be harder than normal ?
1) In general, I find invuln minion packs to not be worth the time. The way I do it if I have to, is kite like crazy until I can get myself in a good position to drop my Fetish Ambush and BBV Slam Dance and DPS my heart out on him while popping Spirit Walk and then having Spirit Vessel pop. This only works if you have a short res timer and can come back before it resets and do it again once or twice more to finish it. As for illusion mobs, I handle them fine with my build. I just kite around with Unbreakable Grasp and do quick shots and move. Again, this is where having really high attack speed comes in. I can shoot off three darts and move and kite until my snare gets them far enough away to do it again. Rinse and repeat while dodging obstacles. Not exactly the easiest thing to do, but it can be done. I've killed illusionist packs in Act 4 without dying once.
2) I'm pretty sure they just focus whatever is closest to them and attacking them. I don't have any other info, though.
3) I bring the Enchantress because she can charm, disorient, buff my attack speed, and put a reflective projectile shield on me that is visible enough to where I know when I can run into a fireball or arrow and watch it shoot back at the enemy. I like her a lot.
4) The way the charm works is a little funky in that if there are players nearby, the mobs will sometimes still attack them while charmed or run at them and then turn around and just do stupid stuff. If there are no players around, the mobs tend to just immediately turn and beat up on each other. And since it's a limited duration of 12 seconds on normal mobs and like 3 seconds on elites, you want that full uptime. To get the most benefit, I tell my group to stay out of the area entirely and I go to one of their bodies or portals or whatever, let them pop my Spirit Vessel, wait like two seconds, then pop the charm and generally get gibbed immediately afterwards. Then the mobs have nothing to target but themselves and you get the full duration. It works great in all scenarios, group and solo.
5) Screw 2hs IMO. It could just be me, but I like my mobility. 2h are just way too slow. You give up a lot of attack speed by going 2h. I think the only way I could swing it is if it was a naturally fastish 2h, had amazingly high dmg, and had an AS modifier that put it into the slow 1h range at least.
6) I didn't mean to say ignore int. I just mean to pay attention to those bonuses on those slots and go for them on top of int and w/e you build for. It's just a reminder to look for those stats, but you can choose any slot and then go to the drop-down menu and see what possible bonuses you can get for that slot.
And np. Glad to help.
Edit: Btw, your testing on the Crit versus Int depends on your damage. I put on a helm with 90 more int but 4% less Crit, and I lost like 800 DPS or something.
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Yep. It's like I told the people I was playing with, "DBLO is the first &*#$&^ to kill me through Spirit Walk." She'd catch up to me while sprinting away and swipe me sometimes too. I'm not sure if it's the cleave / the fact she hits so hard / or if it's the times she gets random dot swipes and it's just ticking so fast that one tick pops you out of spirit walk and the next one kills. It doesn't happen all of the time, but I definitely know what you're talking about.
To the OP, Very nice and detailed post, thanks for that. I had a question about your inferno farming/progression build, is that designed for soloing only or also groups in mind? I can't help but notice the lack of AoE.
Thanks. I look at as both because 1) If you're soloing, you need the stuff to stay away and live while being a glass cannon. And in groups, you're doing your group more good by keeping the mobs off everyone and doing heavy single target DPS than you'd be letting more hits get through and doing more AoE. However, if you're farming Act1 with a group and your tank can tank everything fine, I'd change the darts to Rain of Frogs and Wall of Zombies to Lob Blob Bomb, and then just stack all mana regen runes and spam AoE from the back.
Will have to see how well it all works out, since fetish army is nice to have against elites, I normally switch ghost bombs to army when my group encounters a tough to kill elite but the ability switch CD in inferno leaves a lot to be desired for.
they have been a pain all the way >.<
Of course. I was just not at my home computer at the time I wrote this and I was having a brain freeze.
And for mortars, I shoot like two auto attacks and then move a bit over and over until they're dead. Just need a lot of room to work with.
went to can't kill shit in act II to currently farming and completing it!
just made a small change, replaced BBV with AC (bigger area rune) because I don't have enough dps to kill a blue/yellow straight away without kitting anyway, and because AC helps with the trash
Glad to hear it! I definitely understand small swaps. I made one myself:
I've been farming Act 3 and 4 and I've slightly swapped up two things to make it work better now. 1) My AS got too high so I have to use Spiritual Attunement with Spirit Vessel and Pierce the Veil to keep my mana up now. and 2) I swapped out Zombie Wall and put in Fetish Army with Fetish Ambush. Spirit Walking into a pack and dropping the Fetish Army Ambush does CRAZY damage, and then they can tank afterwards while being right on top of them as I dart back away. I've found it way more worth it than any other Fetish ability now while farming.
So I now use: (Inferno Farming)
Runes:10/20/30 - Spiritual Attunement / Spirit Vessel / Pierce the Veil
LClick: Poison Dart (Splinters)
RClick: Grasp of the Dead (Unbreakable Grasp)
1: Spirit Walk (Jaunt)
2: Mass Confusion (Unstable Realm)
3: Big Bad Voodoo (Slam Dance)
4: Fetish Army (Fetish Ambush)
1) In general, I find invuln minion packs to not be worth the time. The way I do it if I have to, is kite like crazy until I can get myself in a good position to drop my Fetish Ambush and BBV Slam Dance and DPS my heart out on him while popping Spirit Walk and then having Spirit Vessel pop. This only works if you have a short res timer and can come back before it resets and do it again once or twice more to finish it. As for illusion mobs, I handle them fine with my build. I just kite around with Unbreakable Grasp and do quick shots and move. Again, this is where having really high attack speed comes in. I can shoot off three darts and move and kite until my snare gets them far enough away to do it again. Rinse and repeat while dodging obstacles. Not exactly the easiest thing to do, but it can be done. I've killed illusionist packs in Act 4 without dying once.
2) I'm pretty sure they just focus whatever is closest to them and attacking them. I don't have any other info, though.
3) I bring the Enchantress because she can charm, disorient, buff my attack speed, and put a reflective projectile shield on me that is visible enough to where I know when I can run into a fireball or arrow and watch it shoot back at the enemy. I like her a lot.
4) The way the charm works is a little funky in that if there are players nearby, the mobs will sometimes still attack them while charmed or run at them and then turn around and just do stupid stuff. If there are no players around, the mobs tend to just immediately turn and beat up on each other. And since it's a limited duration of 12 seconds on normal mobs and like 3 seconds on elites, you want that full uptime. To get the most benefit, I tell my group to stay out of the area entirely and I go to one of their bodies or portals or whatever, let them pop my Spirit Vessel, wait like two seconds, then pop the charm and generally get gibbed immediately afterwards. Then the mobs have nothing to target but themselves and you get the full duration. It works great in all scenarios, group and solo.
5) Screw 2hs IMO. It could just be me, but I like my mobility. 2h are just way too slow. You give up a lot of attack speed by going 2h. I think the only way I could swing it is if it was a naturally fastish 2h, had amazingly high dmg, and had an AS modifier that put it into the slow 1h range at least.
6) I didn't mean to say ignore int. I just mean to pay attention to those bonuses on those slots and go for them on top of int and w/e you build for. It's just a reminder to look for those stats, but you can choose any slot and then go to the drop-down menu and see what possible bonuses you can get for that slot.
And np. Glad to help.
Edit: Btw, your testing on the Crit versus Int depends on your damage. I put on a helm with 90 more int but 4% less Crit, and I lost like 800 DPS or something.