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I think spirit barrage with the rune thta makes it shoot 3 additional targets from the 1 cast is actually pretty good. It cost a lot in mana, but it depends on your passives.
I really haven't found that rune useful. You have to be standing very close to the enemnies for the extra bolts to actually find anything to hit. And that can be a problem in higher difficulties.
Yep, and if you're going to stand that close, might as well use Locust Swarm instead.
Spirrit Barrage is actually a great spell with phantasm rune. Its AOE stacks, so I cast 5 of it and everything dies. I'm using it together with Poison Dart splinters and I'm in Act 2 inferno. My 4 remaining skills are Spirit Walk with mana regen rune and 3 CC skills.
only dire bats and they sux, truth is only zombie bears are viable in inferno its ****ing sad since they are more like shotgun and in higher difficulties you will get your *** kicked trying to cast bears, ****ing pathethic blizzard..WD dont have any skill except exploding toads and zombie bears viable in inferno.
I've been using a heavy CC Searing Locust/Splinters build that seems to be working out great. You die alot in enclosed spaces and spaces where you don't have a ton of room to run, but if you have a circle you can lead guys in you do OK, at least in A1. Guess I'll see what's up with Toads when I get on tonight.
I use phantasm for bosses like Belial and Azmodan where I know they stay in it for the full duration, its damage / cast is roughly three times better than splinters in that scenario.
I've used Spirit Barrage with varying degrees of success. It's effectiveness is largely determined by what kind of gear you are wearing. For instance, a fragile WD should not choose Manitou or Well of Souls, since they require mid to close range for maximum effectiveness. A WD with Vision Quest should not choose The Spirit is Willing. A WD with an insane attack speed should not choose Phantasm, since you can only have three out at a time. A WD without massive Life Regen or Life on Hit gear is practically wasting a slot if he is choosing Phlebotomize.
That being said, these skills are all useful and all have a purpose depending on gear, equipment, and playstyle. However, I feel Phlebotomize is probably the least useful out of the bunch because it seems it would only be useful if making a pseudo-tank style WD with a lot of specialized health replenishing equipment - not sure if viable in the current end-game.
For some reason everyone has jumped on Vision Quest as being the only viable build, despite many witch doctors on inferno having success with other builds. Dogs require you to be pretty close, so they're not even that safe.
So here goes. Horrify, Spirit Walk and Mass Confusion are all amazing on Inferno. Why not get all three? Spirit Vessel is also an amazing passive skill. Since you have lots of survival skills, a damage-over-time spell makes sense, what about Haunt? Now with four Spirit skills, Rush of Essence makes sense, and with those two passives, Soul Harvest is obvious. Then with the last skill slot, since Rush of Essence is already chosen, Spirit Barrage makes sense.
I think Haunt and SB work well together. Haunt everybody and spam Spirit Barrage until everything dies.
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