In Act 2 I can basically faceroll everything with the exception of the basilisks (Dune Threshers, etc.) and the melee snakemen (Writhing Deceivers, etc.). I simply do not have the defenses to tank them outright, and kiting them leads to a lot of missed DPS time due to their burrow/invis which a lot of times pushes Out of Time, especially on shielding ones.
It's come to the point where if I see a basilisk that's shielding or invulnerable minions I just skip it, but I really don't like to feel so handcuffed against a whole monster type.
If any of you WDs have any tips and tricks for these particular mobs, that'd be great.
That's the build, for reference. I would be ok dropping Spirit Barrage - Phantasm for something else, but I definitely like having some kind of AoE, which is why it's there. I've also played around with Grave Injustice instead of Blood Ritual (which I find is quite good for mitigating Pierce the Veil mana increase as well as life regen while kiting) but I feel that I simply don't have adequate gold/globe radius to make that really work properly... it is pretty sweet in Act 1 where I can facetank anything I want, though. I typically pop Fetish Army and try to blow my mana on Phantasms & Grasp at the beginning to keep them grouped up and burn as much HPs off them as I can while I don't have to kite. Once the fetishes are gone then it's kiting until they're finished off.
I can tank the ninja naga dudes and I only have like 21k health and 400 resists. 30k damage. At least long enough to kill them. Your wall of zombies can act as a good defense there - while it won't damage them, they do have to move around it still, so it can work at cutting 1 off from the pack. Those two types are particularly unfair to range classes.
Who is your follower? Templar makes those guys a bit easier; as he'll take one, you move around and kill it. Then let him pick up another. That works (somewhat, he's a crappy tank). With the 1.0.3 changes, gargantuan is viable again in Act 2. Actually, so are ZD's but you lose too much offense with both out. Either/both of them really help with the tanking of those annoying Act 2 types.
When they all get close (like elite packs), pop army and they tank - for the most part. Power down as many as you can. before FA is done with. Use the 3 extra fetishes for your rune on that skill - it's a huge DPS increase for it. From my spreadsheet; it's the best rune available for pure damage. The fetish ambush is very very close and that rune can work wonders (1250 Weapon damage immediately isn't a bad thing); but 8 > 5. The ones that fire in a cone is potentially the best; but I haven't seen them be much more than idiots on the battlefield.
That works for me at least. I'm in Act 2 as well and I just find it totally unenjoyable. It's just not that fun.
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It's come to the point where if I see a basilisk that's shielding or invulnerable minions I just skip it, but I really don't like to feel so handcuffed against a whole monster type.
If any of you WDs have any tips and tricks for these particular mobs, that'd be great.
http://us.battle.net...UkgP!ZXW!aaZabZ
That's the build, for reference. I would be ok dropping Spirit Barrage - Phantasm for something else, but I definitely like having some kind of AoE, which is why it's there. I've also played around with Grave Injustice instead of Blood Ritual (which I find is quite good for mitigating Pierce the Veil mana increase as well as life regen while kiting) but I feel that I simply don't have adequate gold/globe radius to make that really work properly... it is pretty sweet in Act 1 where I can facetank anything I want, though. I typically pop Fetish Army and try to blow my mana on Phantasms & Grasp at the beginning to keep them grouped up and burn as much HPs off them as I can while I don't have to kite. Once the fetishes are gone then it's kiting until they're finished off.
Stats are (with Enchantress):
24.5k damge (1.43 attacks/sec)
38.7k HPs
3275 armor (52.19%)
519 lowest resist (63.37%)
552 highest resist (64.79%)
Thanks in advance!
Who is your follower? Templar makes those guys a bit easier; as he'll take one, you move around and kill it. Then let him pick up another. That works (somewhat, he's a crappy tank). With the 1.0.3 changes, gargantuan is viable again in Act 2. Actually, so are ZD's but you lose too much offense with both out. Either/both of them really help with the tanking of those annoying Act 2 types.
When they all get close (like elite packs), pop army and they tank - for the most part. Power down as many as you can. before FA is done with. Use the 3 extra fetishes for your rune on that skill - it's a huge DPS increase for it. From my spreadsheet; it's the best rune available for pure damage. The fetish ambush is very very close and that rune can work wonders (1250 Weapon damage immediately isn't a bad thing); but 8 > 5. The ones that fire in a cone is potentially the best; but I haven't seen them be much more than idiots on the battlefield.
That works for me at least. I'm in Act 2 as well and I just find it totally unenjoyable. It's just not that fun.