http://us.battle.net...XdUT!bZV!cacZZc In response to the mass confusion spell, this build would swap Spiritual Attunement for Grave Injustice and Horrify for the 45 second mass confusion.
My main issue now is that Horrify seems to be detrimental to Grave Injustice because of fleeing enemies dying out of the range for the passive. Changing to either Gruesome Feast or Pierce the Veil (assuming I can support the additional 30% mana cost).
Took horrify with mana rune, changed rune on Spirit Barrage to make it a more viable spam, dropped Blood Ritual for Jungle fortitude and Grave injustice for Spiritual Attunement.
What was the estimated mana pool for WD's at 60 without gear? I was imagining something in the range of 7000-10000 mana which will be plenty for a 100 mana spam spell IMO. 12 more days!
* Acid Cloud costs too much mana to spam in your build
* Acid cloud does very little instant damage and is very sub-optimal compared to any other skill in the game to spam
* You will be out of mana and forced to do nothing. This is a HUGE hit to dps.
Conclusion:
You should add a skill that you can spam or more mana regen.
I'm not saying a DoT build is a bad idea... in fact I have my own DoT build (although I don't plan on playing Inferno with it so I don't have as much defense and I have soul harvest) http://us.battle.net...fUdZ!bXY!caZZZa
The difference in our builds is that I have a skill to finish off enemies quicker and because of that.... I'll kill things at least twice as fast. I also have more mana regen so that I can hopefully (still undetermined) have enough mana to avoid sitting around doing nothing.
Ok so I'm not getting the gripe with my mana regen, I have 30% max mana renewed with every spirit walk and Grave Injustice. That's a good amount of mana coming back to me at a steady rate. This means I'll be able to regen 60% mana in a 12 second window (assuming I'm going in a fight with Spirit Walk off cooldown) and not including Grave Injustice procs to give me more mana back as well as well as give more uptime on spirit walk.
Assuming Acid Cloud doesn't work the way I intended it I'll simply swap for Zombie Bears, Corpse Bomb or Spirit Barrage.
You guys talk about reduced costs on spells, but how do you know how much the spell costs when the skill calc only lists them at there level requirement cost? I mean you surely don't think Firebomb will only cost 10 mana do you? It was my belief that spell costs increase as you level. If you guys have some data on spell cost at 60 I'd love to see it actually.
Assuming I don't take what's being said into consideration is pretty insulting, I try and disprove what's said with counter arguments which I think I have done quite well. A 10k heal and massive dps boost on a maximum of 12 second cooldowns with Soul Harvest to me is a set ability. I've stated before I'm considering dropping Blood Ritual for Jungle Fortitude so I'm not arguing that possibility.
I've also stated the uses of Acid Cloud in my previous posts and consider it as a hybrid spam direct damage/dot abilty (which it is unruned).
I don't know if it's just me, but I'm sure skiled players will be able to use this build effectively. Pets are absolutely not required for WD's no matter how much you preach the difficulty of inferno. If the monsters are in fact hitting that hard, then your pets will die quickly and then what? The same logic can be used. I've made my share of pet builds and they all sacrifice damage for pet survivability which leads me to believe these builds are comparable.
I still don't understands peoples gripe with Spirit walk, I think I had this same conversation at some point with DH fanatics about Smoke Bomb and its extreme utility ( I love smoke bomb).
Ya know, One of the best things I like about the D3 skill system is that it (at least seems) flexible enough that you could successfully use all kinds of crazy builds.
One first look I saw your soul siphon on mouse bind, which seemed really off. But it'd be an interesting challenge to make something like this work, And I (for one lol) kinda see where your coming from. Really focuses on staying mobile and making sure you keep the dots with max soul siphon up. I could see it working with the right gear and I think thats whats awesome. \
I don't see what findulidas meant with his comment about saying you have to stand still to do damage.. doesn't make much sense. You have ZERO cast times and abilities that focus on slowing the enemy and escaping while doing dmg at the same time. Personally I like it and hope it works for you. I'm also one of those people that sees not using pets as a challenge that i'm eager to take on.
I also don't get jaclaflash's assumption that pets are absolutely necessary for Inferno when the reality is.. NOBODY KNOWS! YAY and THATS exciting!! I'm pretty stoked to play around with different builds, and even try to make random builds (ie chat gem!) work!
http://us.battle.net...ZSUd!TXV!bYacZc
I think thats kinda the way Id go with a Dot Build.. Firebomb mostly cause I think its awesome and hope the firepools stack
Thanks for the great comments, I share your same views on the game, haters gonna hate I guess.
You have not pets and 0 single target dmg. How are you going to kill a boss with that?
Heck, how are you going to kill anything with that?
Well thanks for the amazing input I guess I'll just have to scrap the whole build!
There's plenty of damage. Open your eyes.
What? Where? What are you going to do, cast your 4 dots and just stand there?
Grasp of the dead
Locust swarm
Acid Raid
Wall of zombies
??
Gee, I hope these mobs die...
Well GOOD LUCK, especially against a boss that could easily take a few minutes to kill.
On the other hand you could easily cast those 4 spells in less than 3 seconds...which leaves you 5 seconds to cast what? You have no filler shots....
You have nothing to spam...NOTHING! You are going for some ridiculous flavor build, and that never works out well.
PS: Seinfeld is not the least bit funny....possibly the worst comedian ever.
Implying I'm just going to stand there is not the best way to address my build when I clearly stated it's for kitting. I have slows to support this and a quick movement speed buff. Locust swarm does 468%% weapon damage, which is also greatly increased by Soul Harvest. Acid Cloud has (as ive stated) not been rune finalized. But it's damage is respectable and is a great cast and forget ability perfectly suited for kitting.
You must learn that inferno mobs will not simply die like Hell mobs in D2, they will take time to die no matter what, this build is quite safe when played correctly [read: skilled players].
Also no need to insult Seinfeld, that's crossing the line.
Spirit walk from my beta testing is actually amazing and does not receive any of the credit it deserves from anyone
Could you explain to me what it does? I have never seen it and just by the skill description I imagine a 2 sec vacation from your then stationary body in ghost form after which you get snapped back. This must be utterly wrong, because the only possible use that would have is to get a quick peek in the succubus' shower rooms. That description must be the most confusing I have ever read. Maybe I am just thick, but I guess I am not the only one who simply does not have a clue how it works and what its point is.
Basically you become a spirit, that can traverse through another plane of existence. (from what I understand your life total is frozen and is not affected by the physical realm body, the life total by 50% is the dummy representation to end the effect)
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Ive decided on Spirit Barrage with mana rune.
http://us.battle.net/d3/en/calculator/witch-doctor#SgjdUT!TZV!caaZZc
http://us.battle.net/d3/en/calculator/witch-doctor#SgXdUT!bZV!cacZZc
Took horrify with mana rune, changed rune on Spirit Barrage to make it a more viable spam, dropped Blood Ritual for Jungle fortitude and Grave injustice for Spiritual Attunement.
Interdasting....
Well this changes things for sure... I'll try swapping things around and repost with a more mana efficient build.
Ok so I'm not getting the gripe with my mana regen, I have 30% max mana renewed with every spirit walk and Grave Injustice. That's a good amount of mana coming back to me at a steady rate. This means I'll be able to regen 60% mana in a 12 second window (assuming I'm going in a fight with Spirit Walk off cooldown) and not including Grave Injustice procs to give me more mana back as well as well as give more uptime on spirit walk.
Assuming Acid Cloud doesn't work the way I intended it I'll simply swap for Zombie Bears, Corpse Bomb or Spirit Barrage.
Current possible build based on suggestions:
http://us.battle.net/d3/en/calculator/witch-doctor#SgZdUT!TZV!cZaZZc
Let me know what you think.
But you're arguments as to why it sucks are nonsensical so I'll just disregard.
I've also stated the uses of Acid Cloud in my previous posts and consider it as a hybrid spam direct damage/dot abilty (which it is unruned).
I don't know if it's just me, but I'm sure skiled players will be able to use this build effectively. Pets are absolutely not required for WD's no matter how much you preach the difficulty of inferno. If the monsters are in fact hitting that hard, then your pets will die quickly and then what? The same logic can be used. I've made my share of pet builds and they all sacrifice damage for pet survivability which leads me to believe these builds are comparable.
I still don't understands peoples gripe with Spirit walk, I think I had this same conversation at some point with DH fanatics about Smoke Bomb and its extreme utility ( I love smoke bomb).
Thanks for the great comments, I share your same views on the game, haters gonna hate I guess.
Implying I'm just going to stand there is not the best way to address my build when I clearly stated it's for kitting. I have slows to support this and a quick movement speed buff. Locust swarm does 468%% weapon damage, which is also greatly increased by Soul Harvest. Acid Cloud has (as ive stated) not been rune finalized. But it's damage is respectable and is a great cast and forget ability perfectly suited for kitting.
You must learn that inferno mobs will not simply die like Hell mobs in D2, they will take time to die no matter what, this build is quite safe when played correctly [read: skilled players].
Also no need to insult Seinfeld, that's crossing the line.
Basically you become a spirit, that can traverse through another plane of existence. (from what I understand your life total is frozen and is not affected by the physical realm body, the life total by 50% is the dummy representation to end the effect)