- Seems to be solved using "spiritual attunement" (you get 100mana/sec regen with a 1000 total mana pool) and "spirit walk" honored guest (300mana regen per cast). Early on, there could be some sustainability problems. However when the cd on "spirit walk" will be reduced with "grave injustice", you won't ever have mana issues anymore. Actually it consumes around 20 mana compared to generation rate.
Life leeching ability
- "Soul harvest" syphon gives a nice health return and improves damage. Once cooldown gets reduced with "grave injustice", you get a life filling ability.
Damage dealing abilities
- I love the way you can control cast with "Zombie charger" zombie bears. It is expensive, but seems to be sustainable overall.
- "Zombie wall" pile on sounds really attractive to me after patch 13 even with the added cd. "Grave injustice" will definetly make this golden.
Crowd control
- "Grasp of the dead" unbreakable grasp will keep ennemies far. It will help to successfully launch those zombie bears
Angry chicken?
- I guess that this one is in there just because i wanted to hear some feedback about it. I don't really know yet anything about this being a valid option or something just for lolz. There is not much info up about the side effects of this skill. If any one as info regarding this, i would be happy to know more.
First of all: sorry to interrupt, but your math is incorrect. 1% of a 1000 manapool makes you regenerate 10 mana/second in addation to basemanareg and items.
In addition to my first short reply:
what for do you intend to use the build? Up to and included nightmare? Or do you expect it to last for hell and inferno? 'Cause I doubt mobs in hell and inferno will be cced with just grasp. Immunes to that effect and ranged mobs will give you some nice rep-costs. The hex might be a step in the right direction but not with that rune. Should be taking care of ranges in some way. Neither your life leech nor your grasp will work well on casters and archers, as you have to seek some close range which in that case means melee range - obviously not always easy, expecting mixed groups. Should be constructive, not meant insulting, but I think you should be on the lookout for some more ranged-cc, at least if you want to slash your way through hell and inferno.
You're right... This would mean i would have to drop "pierce the veil" for something like "blood ritual"?
What about ranged-CC? what do you suggest. I could change "zombie wall" rune so that it is a wall and blocks ennemies.
And this chicken thing, you know anything about your movement and the damage mitigation while under chiken effect?
why would you possibly want a passive that decreases cooldowns with another contradicting passive that is your only mana return ability that relies on 4 skills being on cooldown at once when your trying to spam an extremely high costing mana skill?
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
There you go. Now we are talking about something up close and personal zombie wrecking build. This build will suit me perfectly: http://us.battle.net...UWkP!SVg!cZcaca
why would you possibly want a passive that decreases cooldowns with another contradicting passive that is your only mana return ability that relies on 4 skills being on cooldown at once when your trying to spam an extremely high costing mana skill?
I guess i could live with only 8-10 sec cooldown decrease without needing to go further. Would i really need to bring "wall of zombies" down to 0 cooldown? Not that much. With a 10 sec reduction it makes it castable every 15 sec and thats ok with me. i would have a 3 sec cooldown on sw to basically heal myself to full in no time and a 10 sec cd on Horrify wich would basically mean i could just kite whit those 2 skills and replenish mana.
You could also swap "fetish army" for a mana gathering spells or rune spirit walk towards mana. This would allow further cd decrease.
In this build, i still implemented the idea of "Vision quest" + "Grave injustice". In this kind of build, notice how mana regeneration switches between 2 sources, "Spirit walk" later and "Vision quest" to start with. Mana gain is always ok but there is a switch being made in the way you earn mana. First hand, you can't use much "Spirit walk" with his long cooldown and that's why you rely upon "Vision quest".
The passive "Vision quest" becomes inefficient when cooldowns are decreased past a certain point. But when this happens, you end up being able to perma walk trough the spirit realm and pick all the mana you wan't. So what is the big deal with "Vision quest"? It helps you achieve the cooldown reduction trough "Grave injustice" efficiently since you can spam mana much more. Then it becomes useless but you don't care anymore. Sounds like a fair deal to me!
just swapped vision quest for spiritual attunement and the rune on horrify to give mana and your golden. more overall mana, more CONSTANT mana regen and horrify to refill it too.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
It seems like a fair trade out. Either way is good and as pros and cons.
"Spiritual attunement" is a constant mana generation source at all times and it gives you a bigger mana pool. You give up on 2 extra sec fear with "horrify" since you need to invest a bit more towards mana gathering.
"Vision quest" imo as a better "early game" regeneration when you don't have good cd reduction yet to cast often your mana gathering skills. Then, it becomes useless later compared to "Spiritual attunement" later on when cd's have been decreased considerably. But in the end, when this occurs, the late game component (when cd are low) of such a build allows you to barely stay into spiritual realm while regenerating to full mana. This makes me think that "Spiritual attunement" is also somehow not that usefull late game since your skills have low cd and you can just barely abuse "Spirit walk" and "Horrify" for regeneration.
I know it seems a bit weird to take "Vision quest" instead of using "Spiritual attunement" since it will basically become useless later on. However, i do believe that early game, "Vision quest" offers a better choice and that is when you really need it. The choice makes sense whichever way you choose.
i just dont want to have to constantly make myself have 4 abiltiies on CD just to activate it. you'll see very quickly how annoying it is and switch to spiritual attunement even at low levels. i build for damage and utility but i also build for convenience. i dont like super complicated builds where you have a "rotation" like this is effing wow raids. lol
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I guess it all comes down to how you want to play it.
in this case yea. do you want it to be complicated or easy. lol. no offense but purposefully making it complicated seems counter productivee...
You hav'nt got a word i said. The build you propose is not that it's less complicated, it's less effective early on while mine is more effective early on.
I guess it all comes down to how you want to play it.
in this case yea. do you want it to be complicated or easy. lol. no offense but purposefully making it complicated seems counter productivee...
You hav'nt got a word i said. The build you propose is not that it's less complicated, it's less effective early on while mine is more effective early on.
no. not really. it just makes it more difficult to use early on. making early game more complicated. but hey man whatever floats your boat. i think you and many ppl have an issue with not looking at the big picture or looking at how a build flows when actually in combat. you just look at raw numbers and durations and think it works when your going to be in a lot of situations where your "wasting" horrify/zwall/soul harvest just to get your vision quest to proc. or stop attacking run up to a group of mobs to horrify which is just a waste of time and interrupts the flow of combat. cant wait till release when ppl stop insisting their bad build ideas are potentially good because we can actually test them and see how they arent good. not saying your build is completely bad, just the vision quest idea you have.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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http://us.battle.net/d3/en/calculator/witch-doctor#fZURkX!SYe!cZZZYb
Mana problems?
- Seems to be solved using "spiritual attunement" (you get 100mana/sec regen with a 1000 total mana pool) and "spirit walk" honored guest (300mana regen per cast). Early on, there could be some sustainability problems. However when the cd on "spirit walk" will be reduced with "grave injustice", you won't ever have mana issues anymore. Actually it consumes around 20 mana compared to generation rate.
Life leeching ability
- "Soul harvest" syphon gives a nice health return and improves damage. Once cooldown gets reduced with "grave injustice", you get a life filling ability.
Damage dealing abilities
- I love the way you can control cast with "Zombie charger" zombie bears. It is expensive, but seems to be sustainable overall.
- "Zombie wall" pile on sounds really attractive to me after patch 13 even with the added cd. "Grave injustice" will definetly make this golden.
Crowd control
- "Grasp of the dead" unbreakable grasp will keep ennemies far. It will help to successfully launch those zombie bears
Angry chicken?
- I guess that this one is in there just because i wanted to hear some feedback about it. I don't really know yet anything about this being a valid option or something just for lolz. There is not much info up about the side effects of this skill. If any one as info regarding this, i would be happy to know more.
You're right... This would mean i would have to drop "pierce the veil" for something like "blood ritual"?
What about ranged-CC? what do you suggest. I could change "zombie wall" rune so that it is a wall and blocks ennemies.
And this chicken thing, you know anything about your movement and the damage mitigation while under chiken effect?
http://us.battle.net/d3/en/calculator/witch-doctor#fZUWkP!SVg!cZcaca
why would you possibly want a passive that decreases cooldowns with another contradicting passive that is your only mana return ability that relies on 4 skills being on cooldown at once when your trying to spam an extremely high costing mana skill?
I guess i could live with only 8-10 sec cooldown decrease without needing to go further. Would i really need to bring "wall of zombies" down to 0 cooldown? Not that much. With a 10 sec reduction it makes it castable every 15 sec and thats ok with me. i would have a 3 sec cooldown on sw to basically heal myself to full in no time and a 10 sec cd on Horrify wich would basically mean i could just kite whit those 2 skills and replenish mana.
You could also swap "fetish army" for a mana gathering spells or rune spirit walk towards mana. This would allow further cd decrease.
my petless WD w/ zombie bear spam will look like this: http://us.battle.net...kZRW!aYS!ccZZac
basically lots n lots of CC/slow and tons n tons of mana return so i can always spam the shit out of zombie bears.
http://us.battle.net/d3/en/calculator/witch-doctor#fZUWkR!SVg!cZZacZ
In this build, i still implemented the idea of "Vision quest" + "Grave injustice". In this kind of build, notice how mana regeneration switches between 2 sources, "Spirit walk" later and "Vision quest" to start with. Mana gain is always ok but there is a switch being made in the way you earn mana. First hand, you can't use much "Spirit walk" with his long cooldown and that's why you rely upon "Vision quest".
The passive "Vision quest" becomes inefficient when cooldowns are decreased past a certain point. But when this happens, you end up being able to perma walk trough the spirit realm and pick all the mana you wan't. So what is the big deal with "Vision quest"? It helps you achieve the cooldown reduction trough "Grave injustice" efficiently since you can spam mana much more. Then it becomes useless but you don't care anymore. Sounds like a fair deal to me!
just swapped vision quest for spiritual attunement and the rune on horrify to give mana and your golden. more overall mana, more CONSTANT mana regen and horrify to refill it too.
"Spiritual attunement" is a constant mana generation source at all times and it gives you a bigger mana pool. You give up on 2 extra sec fear with "horrify" since you need to invest a bit more towards mana gathering.
"Vision quest" imo as a better "early game" regeneration when you don't have good cd reduction yet to cast often your mana gathering skills. Then, it becomes useless later compared to "Spiritual attunement" later on when cd's have been decreased considerably. But in the end, when this occurs, the late game component (when cd are low) of such a build allows you to barely stay into spiritual realm while regenerating to full mana. This makes me think that "Spiritual attunement" is also somehow not that usefull late game since your skills have low cd and you can just barely abuse "Spirit walk" and "Horrify" for regeneration.
I know it seems a bit weird to take "Vision quest" instead of using "Spiritual attunement" since it will basically become useless later on. However, i do believe that early game, "Vision quest" offers a better choice and that is when you really need it. The choice makes sense whichever way you choose.
in this case yea. do you want it to be complicated or easy. lol. no offense but purposefully making it complicated seems counter productivee...
You hav'nt got a word i said. The build you propose is not that it's less complicated, it's less effective early on while mine is more effective early on.
no. not really. it just makes it more difficult to use early on. making early game more complicated. but hey man whatever floats your boat. i think you and many ppl have an issue with not looking at the big picture or looking at how a build flows when actually in combat. you just look at raw numbers and durations and think it works when your going to be in a lot of situations where your "wasting" horrify/zwall/soul harvest just to get your vision quest to proc. or stop attacking run up to a group of mobs to horrify which is just a waste of time and interrupts the flow of combat. cant wait till release when ppl stop insisting their bad build ideas are potentially good because we can actually test them and see how they arent good. not saying your build is completely bad, just the vision quest idea you have.