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    posted a message on PvE Build Inferno
    Quote from Subara

    I came to this build through skill archon.
    archon gave u more damage +crimson RS (+30% damage) but it will be once per 2 min. +active skill 15 sec +1 sec per kill=1.5 min downtime as I assume
    Using Archon one per 1.5 min is not so effective, better change it to slow time with gold RS =) and if 4 rank gold RS give -5 sec cooldown , then at 7 rank give -8sec cd =) then will be active cd 2 sec =)
    It's more effective than using a frost nova, blizzard or any skill which slowing enemy =)
    Besides "Slow Time" slows projectiles by 90% and with "Wave of Force" this skill become even more effective.

    The build seems ideal from my point of view. Signature spell regening AP very fast (12 basic regen and 12 from Electrocute if hits 3 targets) and Desintegrate with that rune is a good aoe spell. Energy armor is for crit and more armor,also to compensate the armor reduction from Glass Cannon passive. Wave of Force+Slowtime=No projectiles gonna hit you and even dmg the attacker if you can time your Wave of Force. Familiar is a buffer with this runestone and up all the time. +20 arcane power from passive compensate the reduction from energy armor and last passive is a good life regen. For me it is balanced build that can work on any difficulty but need practice and smart timing of every control cd you have.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on The invincible Doctor
    I'll better save the cd for hard situations when Dogs will save me and also I have a better way to spend mana. I don't want to be worried about their survivability in fight so i want to maximize it through passives.

    Passing through dogs won't be different on any difficulty and I really rely on Spirit Walk to escape from monsters coming too close and reposition myself to kill archers and casters fast.

    But I see what you mean and have another alternate build that focusing more on mana regen and mana pool. http://eu.battle.net...UYbh!aYW!YcbZaY

    More mana, more mana regen => more DMG. Build remains the same only dropping Bad Medicine for Spiritual Attunement and changing rune on Gargantuan for more DMG on packs.
    Everything will depend from what works better and what build i will feel myself safer with.

    Thanks for advice.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    As I said before, it is just too imba if you can have so many zombies. It will break the game basicly so I assume they are up only for 5 seconds or blizzard will fix it. Can't you see the absurdness of the rune the way you imagine it works? Even inferno will be a cake with this kind of using 1(!!!) spell. Be realistic.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    The arcane power regen is insanly high, 12 per second, with Golden (rank 4) runed Electrocute you have another 12 per cast if hits 3 targets, so it is 24 per second lets say and also regen of arcane power can be boosted by gear. Wizard has different from WD playstyle, don't compare them.

    But yeah I agree the game will tell us who was right.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    Wanted to play DH as my 1st char, but then realized that he has low survivability, if you low on Discipline then you are dead most likely, and not much crowd control except Entangling Shot. So WD is my choice.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    Do u really think with the spirit walk and GOD you can prevent from hitting by the monsters at inferno lvl?

    Pretty sure yes, GotD is 8 sec CD and SW is 15 secs CD (so it is 13 secs downtime). If mobs going for you and your Dogs with Gargantuan are busy then just use GotD on those who is running to you, attack while slowed, when close enough Locust Swarm so if you'll get a hit it will be -44% dmg (but shouldn't happen if close you are fast enough), then SW and run away as far as you can. In addition as I know from some videos when you run far enough from your pets they will reappear right near you, no matter what they are doing and so you can be defended by them.

    If you run your pets will die, then monsters will catch you sooner or later.
    Answered already ^_^

    if you dont, without healing support you can't survive
    Same here. You are the MASTER, pets will follow you anywhere B)

    SB and Firebat cost 9% mana per cast.

    Can you guarantee that the monster will die with only 11 shots?
    Ofc no. That's why I said smart use of SW and smart gearing to not go OOM. And btw, where you took 9% mana per cast. You can adjust your mana pool through gear. 3250 mana on lvl 60 is BASIC...what about +mana on gear?

    I would like to try max summoner build BUT I have questions regarding Wall of Zombies (Crimson)
    1) How long they exist? (the original spell say 5 sec of zombie wall then I assume those creepers last that long too). If they are permanent, good. If last 5 seconds - this is useless rune for this skill.

    2) How many can you summon? If you can make 3 per cast then the number of them is limited only by your mana pool and that would be imba so i doubt it.

    3) Are they strong enough to survive even 1 hit from mob? Otherwise they are useless.

    Also max summon build for me means: http://us.battle.net...kYbh!aYW!bcZZaa

    1)Maximum Dogs (4), in your build there is only 3 (No Zombie Handler)

    2) Maximum suvivability for them which can be reached only with Alabaster rune and -20% damage taken from Jungle Fortitude.

    3) I assume with mana you spend on Wall of Zombies you need more then just runed SW with Golden so i took +20% mana pool and 2% mana per second

    4) Gargantuan (Alabaster) can stun mobs sometimes that is very useful.

    I hope I gave you the answers and helped you with your future build.

    Edit: Ideal situation and balanced with Wall of Zombies (Crimson): Permanent, you can have only 3 up, they can stand atleast 3-5 hits against mobs. BUT I really doubt it.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    Quote from irrenicus84

    OKOK, so many invincible WDs.

    Here is mine.

    http://us.battle.net...SbTh!Wad!bbcYac

    I see none of you has taken mana cost into consideration, but it is a real problem in real fight.

    Talking about invibcible, this is not going to happen in the game.

    But I guess my build is the toughest WD and it's unique.

    This "Roach" build has below advantages:

    1 No problem with quick spreading posion on monsters.

    2 No problem with mana reg consider we dont cast spwam very often.

    3 Infinite healing spells makes your almost impossible to be killed.

    With 20% dmg resistance gears, you will have 73.2% dmg reduction with life link and passive skills.

    And moreover, all skills can be improved if rune stone upgrade to lvl7.

    Ok 1st of all I wanna say about "none of you has taken mana cost into consideration...". Perhaps you know that there are items with +mana, mana regen and +mana per kill. Also if you gear up half for mana pool and half for mana regen AND the most important thing that Spirit Walk with golden runestone regens percentage of your maximum mana, not the flat amount. Taking all this into consideration smart gearing and smart use of Spirit Walk won't let you to go OOM.

    Now about your build

    There is no control spells in this build but Hex with ability to heal. As far I saw from videos he hex maximum 2 targets. Is that enough for you when you have like 10+ mobs and you can't slow them or run away from them. In addition if you gonna play solo with a Follower or in party, fetish can choose to heal him instead of you as well as dogs, there is no word "...heals you...". Also, have you seen the video where developers talk about difficulty? Monk went down when took 3-5 hits on hell difficulty from mobs, and considering rumors about 40k-65k HP on lvl 60 (Inferno Difficulty) those 8+ heal from fetish (or even 12k-13k with rank 7 rune) it will maximum add you 1 hit, if Fetish decide to heal you and not anyone else.

    I understand that smart control of your dogs and sacrificing them when needed and resummon them keeps you away from mobs along with decent dmg output but "CHANCE" to be ressed after sacrifice (rune effect) makes me feel that this build is not stable and need some luck sometimes. I don't like to rely on luck basicly.

    And the last thing. Have you seen from some videos how fast mobs can be? And appear from the ground right near you. What will you do? No Horrify, No spirit walk, only hex. Weak control.

    IMO this build is viable if you rely on luck in some situations but I am not that kind of person and wouldn't use it. I prefer to control the situation.

    http://www.youtube.com/watch?feature=player_embedded&v=u-Zd7YD3uuM"
    Developer on Nightmare and Hell difficulty.


    http://www.youtube.com/watch?v=kKgAbOqhJOE
    How fast mobs can be
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The invincible Doctor
    Well I came up with this build for highest survivability, decent damage and control of situation:
    http://eu.battle.net...UYbh!adW!YcbZac

    Actives:

    Firebats (Indigo): As said, the best damage spell with low mana cost compared to other spells, so I couldn't skip it. Also the tooltip "rapidly summon bats to seek out..." makes me believe that it's gonna be like a homing rocket with 273% dmg per second. Main dmg dealing spell.

    Locust Swarm (Obsidian): Main AOE spell. I believe that increased duration also increases damage or it would be absolutly useless runestone effect. So I assume if basicly it deals 180% over 3 seconds then it's gonna be 420% over 7 seconds and jump to additional nearby target.

    Spirit Walk (Golden): "Oh shit" button, mana regen skill, also a good spell to position yourself against enemies. Main Mana regen spell for me.

    Grasp of the Dead (Crimson): CC spell with high amount of dmg over time with this kind of rune. "Must have" spell for any WD I think.

    Summon Zombie Dogs (Alabaster): Meat shield, self heal and healing the Master also with this type of rune. The best rune for surviving for dogs.

    Gragantuan (Obsidian): Main tank with +30% wpn dmg to neardy enemies as poison. Also I think it trigger the passive I list later.

    Passives:

    Jungle Fortitude: Obvious choice for surviving for you and your pets. - 20% dmg taken.

    Bad Medicine: Locust Swarm and poison cloud from Gargantuan (I really believe it works for this passive, if not then change rune to Alabaster for more control and dmg from Gargantuan) trigger this passive so Gargantuan has -44% dmg taken and dogs have the same amount when targets they tank affected by Locust Swarm, this is where I should control the situation.

    Zombie Handler: Pretty obvious choice, more dogs and more HP for pets.

    Basicly pets are tanking mobs, if there are few mobs you can just cast Firebats with Grasp of the Dead and work is done. When there a large pack of mobs and you aren't sure that you can handle it normal way then run closer, Locust Swarm on everything and finish with Firebats. If you need mana just use Spirit walk, position yourself or stay where you are use Locust Swarm again (there will be less mobs at this moment for sure) and Grasp of the Dead+Firebats will do the rest. Sometimes we will encounter mobs that appear right from the ground where you stand. No problem, quick Grasp of the Dead+Locust swarm and after that Spirit Walk and the normal battle scenario.

    This is how it works for me, pretty safe, decent damage and adaptive to every situation.

    Thnx for reading. Opinions?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on DH Rocket PvE Build
    Quote from RAJY

    http://us.battle.net...jQTd!bVS!Yccbbb

    Entangling shot --- Indigo Slow 6 enemies at once instead of 3.
    Rapid fire ------- Obsidian rockets
    Sentry --------- Obsidian rockets
    Marked for Death --- Golden Sustainability
    Companion----------- Golden Sustainability
    Vault------------------- Golden Looks like a skill im gunna want to use a lot. Taking golden for the fun factor.

    Archery Decent passive bonus so why not.
    vengeance Sustainability i guess. extra hatred is iresistable for me.
    ballistics because rockets are fun.


    This is my rockets / sustained rapidfire anti boss build. Its mostly just for funsies but i think it should do well. Until a situation comes up where i need pierce or some other way of attacking important monsters behind their minions. But ill be rolling with my friends and they can deal with it.

    Well with this amount of Discipline skills you use i would recommend you to use Perfectionist passive.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on DH Rocket PvE Build
    I came up with this build:
    http://us.battle.net/d3/en/calculator/demon-hunter#YeXPQk!bTS!cYcYYZ

    Actives:

    Evasive Fire (Obsidian): For single target and staying away from monsters when they approaching me, in addition leaving a bomb after a backflip even more damage from the skill.

    Entangling Shot (Indigo): For slowing enemies after a backflip from Evasive Fire and for AOE when I'm on low hatred (with indigo runestone hitting 6 targets for 600% weapon dmg when 6 monsters are close enough). So it's gonna be my cc+dmg skill.

    Rapid Fire (Obsidian): The single target hatred spender with rockets. An obvious choice for rocket DH. (4 rockets x 35% weapon dmg) x 2 (ballistics passive)= 280% weapon dmg every second from rockets only, Don't forget about normal dmg from the skill. Really hard hitter.

    Cluster Arrow (indigo): The AOE dmg hatred spender. Extremly powerful. (6 rockets x 85% weapon dmg) x 2 (ballistics passive) + 200% weapon dmg from initial impact (don't know if dmg from initial impact hits nearby targets or only 1 target)= 1020% wpn dmg from rockets to 6 targets and 200% to the initial target, so 1220% wpn dmg from a single shot.

    Marked for death (Indigo): To make your aoe dmg even more powerful and spread around +20% dmg, great buff for a solo and especially for co-op playing. You must master the targeting the right mob to kill in front of the pack for effective spread.

    Preperation (Crimson): This is the main skill in my build I suppose. No CD, 21 disc to use, all hatred restored.

    Passives:

    Vengeance: You will have 175 hatred, pretty simple. Nothing to explain.

    Grenadier: The main purpose to take this passive is -10 hatred for cluster arrow.

    Ballistics: Shall i explain why?

    We know that DH is a glass cannon class so staying away from monsters is the key for surviving and Evasive Fire helps us to do it. Entangling Shot for slow and good AOE is also a nice skill to stay away from mobs combined with nice dmg. Use Rapid Fire when you need to kill the single target fast and as a main dmg dealing ability on bosses or when you need to kill marked target fast to spread a debuff among mobs and to make your next AOE even more powerful.

    Now the main idea of the build and why this build was made. In Diablo 3 we will encounter packs of monsters alot so dealing enough dmg in minimum time is a prio for DH to stay alive combined with well positioning to use Evasive Fire (and not get pwnd by backfliping to the wall) and spreading slows through Entangling Shot. Cluster Arrow is 40 hatred to cast, I have 175 hatred so it is 4 shots for 1220% wpn dmg = 4880% dmg, then use preperation and you have 4 more shots so it is rawly (not counting +20% dmg from Marked of Death but if you was fast enough and smart to target the right mob and kill it add +20% dmg to the final numbers) 9760% wpn dmg for just 7 seconds considering that all hand crossbows have 1.60 attacks per second. 1.60 x 3 sec= 4.8 attacks (so 4 attacks, 4 shots), then preparation (1 second or even less, i just don't know) and again 3 secs for 4 shots. IN ADDITION to this the crimson rune in my theory works for preparation like this:
    Rank 1: removes CD and cost 30 disc
    Rank 2: removes CD and cost 27 disc
    Rank 3: 24 disc
    Rank 4: 21 disc
    Rank 5: 18 disc
    Rank 6: 15 disc
    Rank 7: 12 disc
    So if you have rank 7 of the rune (Inferno mode) you can cast 2nd preparation and shoot additional 4 shots of Cluster Arrow and able to cast Marked for Death in the beginning of the rotation (plus to this regen of disc will allow you to use Evasive fire and backflip if the situation is bad and monsters are close).

    So in ideal situation on inferno even with rank 4 of crimson rune of Cluster Arrow and rank 6 of indigo rune of Marked for Death (spreads to 7 targets) you make 12 shots for 14640%+20% (from marked for death) wpn dmg in just 11 seconds with ability to backflip from Evasive Fire to save yourself if monsters are close. So total 17568% wpn dmg and 11 sec rawly for this. No pack will survive this. If you also will use Entangling Shot between 2 shots of Cluster Arrow to control speed of mobs then you are an invincible DH with HUGE dmg output.

    Phew. Thnx for reading. Opinions?

    P.S. Build must be mastered and polished in action of course. Without it this won't work as discribed.
    Posted in: Demon Hunter: The Dreadlands
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