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    posted a message on After beating Inferno Dblo - My WD Build
    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.

    -Naught
    Posted in: Witch Doctor: The Mbwiru Eikura
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