Just curious what you all are planning to throw into that elusive right mouse button now that fetishes can spawn from every spell hit? I was thinking Flashfire + acid cloud but this might be to many element types going out. disappointed they removed leaping spiders from physical damage.
I was thinking since it's based off every time I hit something, possibly spiders or ghost bomb. Leaning towards spiders for the mana regen rune to be used for more Acid Cloud: Corpse Bombs. But we'll see how it works out.
Myself i will use a rh'enhold's flayer and explosive or addling toads (depending on what the elements gets after the patch). already running with explosive atm ( link in signature ). So a huge buff will be awesome.
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3 Hit per cast = 10%+10%+10% Fetish proc chance (Multiply it by your attack per seconds).
This should give us our very own Fetish Army faster than Vampirebat ever done.
I'm afraid that's not how chances work with skills in this game.
Every skill has a coefficient, which get's multiplied with the proccchance and Spliter Dart probably has a very low one.
According to some random websites that list these things, splinter has a 1/3 proc coefficient, so it generates fetishes exactly as fast as the other runes (assuming all three darts hit).
They've done a lot of rebalancing of proc coefficients over the course of development, so I doubt there's going to be an obvious best choice now (but I could be totally wrong).
Since I'm already all +Physical, I'm curious how well Corpse Spider/Medusa will be for fetishes. Since the jars rarely actually "hit" a mob, would each spider hitting the mob have a chance to proc?
Since I'm already all +Physical, I'm curious how well Corpse Spider/Medusa will be for fetishes. Since the jars rarely actually "hit" a mob, would each spider hitting the mob have a chance to proc?
Its the cast that spawn not the hit, its only on hit for LoH. but not for procing items. just stand in town casting different spells for 2 minutes and count how many fetishes you get per skill / rune.
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I'm not sure it the proc rate for each spells matters much anymore for the Fetish passive. Since it's changed to hitting enemies, rather than casting a spell.
New:Fetish SycophantsNow triggered from hitting enemies (changed from casting physical realm spells); chance to summon a Fetish is now up to 10% (up from5%)
Old:Fetish SycophantsWhen you cast a physical realm spell, you have a5%chance to summon a dagger-wielding Fetish to fight by your side for60seconds.
I was thinking since it's based off every time I hit something, possibly spiders or ghost bomb. Leaning towards spiders for the mana regen rune to be used for more Acid Cloud: Corpse Bombs. But we'll see how it works out.
I'm wondering how many fetishes will spawn after I drop a Acid Cloud (the one that drops a bucket on a spot) on a 10+ pack of mobs.
Why do i have to be a contributing member of society!!! i just want to play Diablo all day and spawn fetishes.... lol. damn you work! wish i could test it out
If proc coefficients are coming into effect, I'm honestly not sure. From the spreadsheet presented, it looks rather grim on most WD skills. If I had a Rhen'ho, I'd say Plague of Toads hands-down. Without one, though, it's just so...random. Maybe Poison Darts, maybe Haunt (though if I understand correctly, Haunt can only proc on the initial application, not the ticks). Hungry Bats might also be an option, with the rather nice buff it received.
I'm using vamp bats as the main damage spell. Not as a way to spam fetishes. Am I alone in doing this since everyone else seem to use fetishes as their dpser?
Plague of Toads: Rain of Toads is absolutely insane for summoning Fetishes. I get 10+ up in a matter of seconds on AoE packs, and it's easily maintainable in a rift. It spawns them so well that I've dropped the Fetish Army active ability for Mass Confusion: Paranoia for even more damage amp on elite packs.
It also doesn't cost any mana, so no more need to worry about going OOM when moving, and it has a massive range so you don't have to kiss mobs to hit them.
Just curious what you all are planning to throw into that elusive right mouse button now that fetishes can spawn from every spell hit? I was thinking Flashfire + acid cloud but this might be to many element types going out. disappointed they removed leaping spiders from physical damage.
3 Hit per cast = 10%+10%+10% Fetish proc chance (Multiply it by your attack per seconds).
This should give us our very own Fetish Army faster than Vampirebat ever done.
so splinters would only be 3.3% to spawn per cast while snake to the face would be 10% per cast to spawn ^^
Source: http://www.d3maxstats.com/?p=procrates&class=wd
Myself i will use a rh'enhold's flayer and explosive or addling toads (depending on what the elements gets after the patch). already running with explosive atm ( link in signature ). So a huge buff will be awesome.
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
They've done a lot of rebalancing of proc coefficients over the course of development, so I doubt there's going to be an obvious best choice now (but I could be totally wrong).
But i guess 4p zuni + carnevil + poison darts + fetish sychopants will be a pretty darn strong build after the patch.
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
New:Fetish SycophantsNow triggered from hitting enemies (changed from casting physical realm spells); chance to summon a Fetish is now up to 10% (up from5%)
Old:Fetish SycophantsWhen you cast a physical realm spell, you have a5%chance to summon a dagger-wielding Fetish to fight by your side for60seconds.
Now procs on hit rather than on cast, and will be affected by proc coefficients
- The chance to summon has been increased from 5% to 10% to compensate
In the early Vanilla days I remember Rain of Toads and life on hit healing like crazy.
It hits a bunch too, and it's poison damage so you can run the Bad Medicine passive and add another support characteristic to your group.
Not yet sure how many fetishes I'm getting out of it, but it seems like a lot.
https://docs.google.com/spreadsheet/lv?key=0AgL5S3Revw9ddEhScEpSLWhnRDZKV25OaWZJcHdkN0E&f=true&noheader=false&gid=8
It also doesn't cost any mana, so no more need to worry about going OOM when moving, and it has a massive range so you don't have to kiss mobs to hit them.