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I got into beta finally and my views have changed regarding how a WD has to save and balance his mana.
http://eu.battle.net/d3/en/calculato...diT!ebd!YYaYca
What do you think about this build?
Primary ability would be the runed Hungry Bats, it will be awesome against single targets, but mostly I will keep AOE-ing with my Corpse Bomb, and when I run out of mana I spam some Poison Darts till I have mana again for the better damaging spells.
Fetish Sycophants will spawn from time to time as I will be using 3 Physical Realm spells.
It's kind of a laid back style build, I can stay behind, if things go bad, I will just run away :P don't think I will have to spend too much gold on repairing.
With this build I can focus on building up some extra intellect and mana for bigger damage.
Looks good.
The words, laid back style got your attention, right my Californian friend? :P
Dogs and Gargantuans look like some of the best forms of CC the Witch Doctor has.
However, they're not a panic button, like Horrify and Spirit Walk.
What do you do when you ALREADY have Dogs/Gargantauns out and there are STILL some monsters who are focusing you and not your pets? You can't outrun everything, and as you may have seen from the beta, certain Nightmarish monsters move FRICKIN FAST :P.
For this reason, I recommend you take at LEAST Spirit Walk. Horrify doesn't work on certain monsters, so I feel that Spirit Walk is the more reliable panic button (and you'll want reliability since it's the only escape you have if certain high-damaging monsters bypass your pets to focus you :P).
z00t, remember that your link to the spirit realm will end if you cast any spell or your physical body sustains 50% of your maximum Life in damage. Spirit Walk has weaknesses as well.
Yeah I haven't forgotten, but it's still better :P.
First up, when used as a panic button, you're not going to be wasting time casting spells because you want to use every moment of those 2 seconds to put distance between you and the badguys.
Secondly, even if you DO get your trip cut short, at least you got SOMETHING out of it, compared to Horrify which straight-up does NOTHING against certain monsters and bosses, if Leoric is any indication. Even 50% of Spirit Walk is better than 0% of Horrify :S.
Ideally though, you'd just take both, but if you could only pick one, I'd pick Spirit Walk for these reasons. :]
Or I could use this instead the Fetish one, http://eu.battle.net/d3/en/class/wit.../spirit-vessel Won't let me die once every 90 secs.
But maybe I will just replace Soul Harvest with Spirit Walk at later levels, if I want to Soul Harvest I need to get very close to mobs which could be lethal in Hell and Inferno difficulty, so dropping that later on also seems a wise option.
Last edited by Horcsog; 26-03-2012 at 06:45.
I dont like this build, theres very little crowd control, no stuns, no slows, no heals or escape skills. I predict any elite/champion pack at Inferno with teleport/vortex will kill this WD in a matter of seconds since they will focus down character not your pets. 3 damage skills single/semi-aoe/aoe its imo a waste of skill slots. I would remove bats with grasp of death fo some slows or mass hysteria for stuns and confusion effects. I would also try to get some healing or Spirit walk here...
My opionion might be very wrong, we dont know how the game will look like, so my opinion is not based on any facts. Its stricktly theoretical.
meh, i think you got your damage skills the other way round. id rather run a spammable aoe nuke and high cost boss nuke
http://eu.battle.net/d3/en/calculato...jXT!ZWU!cYaabZ
more defensive skills, and the build should be spamming spirit barrage as 4 skills will constantly be on cd for 300% mana regen as well as a costless aoe nuke
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