|
On June 23 2012 08:31 DarKFoRcE wrote:Can someone explain me how spirit walk exactly works? Started a WD in HC and dont want to risk experimenting 
did you die again? :D
WD is one of the best HC chars, pretty safe. have a friend whos on belial now, he can easily make a2 elite runs alone or together with my monk.
no idea about spirit walk myself though. It seems like he just uses it and is invulnerable for some seconds when i see him use it oO
|
dezi
Germany1536 Posts
Anyone here playing a Tank WD? What shield should one get? I know it should be around 25% block chance and a good amount of block value and all resist. But what else - crit maybe? life reg? vita/int? ^^
|
look for vit first then int after that. ivory tower is pretty good one, and i guess a stormshield if you can get one.
|
On June 23 2012 11:55 Resistentialism wrote: While you're spirit walking you get a speed boost, and can phase through enemies (but not waller-affix walls). You can use spirit walk while jailed, snared, frozen or even hooked by the butcher to escape. If enemies do 50% of your max hp to your decoy, you go back to normal wherever your ghost-self managed to get to. You DON'T get warped back or anything like that. Certain things like the butcher charge attack can blast your decoy AND then immediately gib you if you are still standing in the same spot, like say if you activated it at the last second. There's some weirdness with spirit vessel and spirit walk going off at the same time, but needless to say you want both skills on 95% of WD builds.
but the damage my decoy takes is not damage i take, right?
|
On June 23 2012 18:05 DarKFoRcE wrote:Show nested quote +On June 23 2012 11:55 Resistentialism wrote: While you're spirit walking you get a speed boost, and can phase through enemies (but not waller-affix walls). You can use spirit walk while jailed, snared, frozen or even hooked by the butcher to escape. If enemies do 50% of your max hp to your decoy, you go back to normal wherever your ghost-self managed to get to. You DON'T get warped back or anything like that. Certain things like the butcher charge attack can blast your decoy AND then immediately gib you if you are still standing in the same spot, like say if you activated it at the last second. There's some weirdness with spirit vessel and spirit walk going off at the same time, but needless to say you want both skills on 95% of WD builds. but the damage my decoy takes is not damage i take, right?
###Leave your physical body and enter the spirit realm for 2 seconds. While in the spirit realm, your movement is unhindered. Your link to the spirit realm will end if your physical body sustains 50% of your maximum Life in damage.###
If the decoy is attacked, you won't take damage.. however, if it takes 50% damage then you will "materialise" from the spirit realm. So once you materialise, the enemy can target you again. Otherwise, you will be invul for 2 seconds (3 if Jaunt runed). Jaunt is amazing... especially for the invul and increased movement speed.
Pair with spirit vessel passive for best effect
###Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 3 seconds and heal to 10% of your maximum Life. This effect cannot occur more than once every 90 seconds.###
|
|
|
What scales with your pets tanking wise? Do they scale off your vitality? Resistances? I'm guessing not life regen and thorns because there is a passive specifically to add that. I've heard it is possible to make pets tank Inferno with heavy gearing, I'm just curious what you would need to build in order to get pets to tank for you. I also assume this just refers to the gargantuan.
|
On June 24 2012 14:41 BlackMagister wrote: What scales with your pets tanking wise? Do they scale off your vitality? Resistances? I'm guessing not life regen and thorns because there is a passive specifically to add that. I've heard it is possible to make pets tank Inferno with heavy gearing, I'm just curious what you would need to build in order to get pets to tank for you. I also assume this just refers to the gargantuan. Currently, no. They die like flies in Inferno, only fetishes are situationally useful because there's simply so many of them. Blizz will be fixing this in a later patch.
|
Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno?
|
On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on.
|
On June 24 2012 21:31 Heh_ wrote:Show nested quote +On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on.
Yeh I figured. Same with Wizards on sources... Though 2-handers are quite popular with Wizards, not sure with WDs.
|
On June 24 2012 21:33 trinxified wrote:Show nested quote +On June 24 2012 21:31 Heh_ wrote:On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on. Yeh I figured. Same with Wizards on sources... Though 2-handers are quite popular with Wizards, not sure with WDs. Splinters is the only reliable damage spell. Dire bats and zombie bears can work with a VQ build, but are nowhere as effective as hydra/blizzard.
|
On June 24 2012 21:43 Heh_ wrote:Show nested quote +On June 24 2012 21:33 trinxified wrote:On June 24 2012 21:31 Heh_ wrote:On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on. Yeh I figured. Same with Wizards on sources... Though 2-handers are quite popular with Wizards, not sure with WDs. Splinters is the only reliable damage spell. Dire bats and zombie bears can work with a VQ build, but are nowhere as effective as hydra/blizzard.
VQ build? Anyway, I was rocking a 2-hander a few weeks ago with my Wizard, but that was before the IAS nerf. Finished Inferno quite easily too. Nowadays, people prefer the 1-hand/off-hand setup so they can kite better and cast spells faster.
|
On June 24 2012 21:52 trinxified wrote:Show nested quote +On June 24 2012 21:43 Heh_ wrote:On June 24 2012 21:33 trinxified wrote:On June 24 2012 21:31 Heh_ wrote:On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on. Yeh I figured. Same with Wizards on sources... Though 2-handers are quite popular with Wizards, not sure with WDs. Splinters is the only reliable damage spell. Dire bats and zombie bears can work with a VQ build, but are nowhere as effective as hydra/blizzard. VQ build? Anyway, I was rocking a 2-hander a few weeks ago with my Wizard, but that was before the IAS nerf. Finished Inferno quite easily too. Nowadays, people prefer the 1-hand/off-hand setup so they can kite better and cast spells faster. Vision quest. You get a ridiculous mana regen rate in exchange for having 4 spells on cooldown. I don't like it, although some people swear by it. You should test it out and draw your own conclusions.
But regardless, you'll still need high attack speed for splinter spam.
|
On June 24 2012 17:50 Heh_ wrote:Show nested quote +On June 24 2012 14:41 BlackMagister wrote: What scales with your pets tanking wise? Do they scale off your vitality? Resistances? I'm guessing not life regen and thorns because there is a passive specifically to add that. I've heard it is possible to make pets tank Inferno with heavy gearing, I'm just curious what you would need to build in order to get pets to tank for you. I also assume this just refers to the gargantuan. Currently, no. They die like flies in Inferno, only fetishes are situationally useful because there's simply so many of them. Blizz will be fixing this in a later patch. Ah this is why I was asking. http://www.reddit.com/r/Diablo/comments/ujm1r/witch_doctor_summons_testing_in_a2_inferno_and/
This guys reddit thread seems to imply they at least scale with resists even though it doesn't seem viable to do on Inferno even though they do scale with resist.
|
With vision quest you can spam whatever spell you want. ATM im at nightmare, just pop all your shit to get the +300% mana regen and hold in dire bats key. Works quite good until now at least.
|
Am I the only one to roll with a dot-spec? It's super effective, it improves survivability a lot, helps mana management means you don't need VQ, helps kiting, and so on.
|
On June 25 2012 03:19 sirkyan wrote: Am I the only one to roll with a dot-spec? It's super effective, it improves survivability a lot, helps mana management means you don't need VQ, helps kiting, and so on.
It's good through inferno act 1. Then things become impossible to kite
|
Not sure if anyone else is doing this, but I figure I'll share a great build I stumbled upon on the Blizzard's D3 forums yesterday. It's basically VQ + Dire Bats, but with a nice twist that will really make your mana regen skyrocket. I've done some of my own modifications to it and I'll discuss them a bit when I describe the build. This is intended for Inferno players, if you're not level 60 then the required abilities might not be available for you.
One ridiculously nice thing about this is that post patch 1.0.3, there are probably tons of people who did Splinters build who are now feeling like they need a new build. I was one of this people, and this build is great because if you were geared for a Splinters build, then you'll be perfectly fine doing this build with that exact same gear. There are Tank Doctor builds out there that I hear are very effective, but that requires a bunch of new gear.
My Stats: 39k HP ~310 on All Resists 37.5k Damage
With these stats + this build, Act I is a complete cakewalk and Act 2 is overall pretty easy. I haven't really tried Act 3 yet since I just found out this build yesterday, but I'll report back once I do.
Skills:
Spirit Barrage - Well of Souls Firebats - Dire Bats Soul Harvest - Siphon Horrify - Frightening Aspect Spirit Walk - Healing Journey Hex - Jinx Vision Quest Spirit Vessel Rush of Essence
The key here is Spirit Barrage + Rush of Essence + VQ. Without RoE and Spirit Barrage, VQ alone simply does not give you enough mana regen to spam Dire Bats to your heart's content. Dire Bats is 122 mana per cast, and with VQ + my base mana regen, I only get 60 mana per second - nowhere close to enough. However, with RoE and Soul Harvest+Horrify+Spirit Walk popped, that mana regen goes up to 97. However, this still isn't enough to spam Dire Bats constantly, and that's where Spirit Barrage comes in. The beauty of Spirit Barrage is that every time you cast it with VQ and RoE+Soul Harvest+Horrify+Spirit Walk's mana regen bonuses all stacking, you get 13 more mana regen. So, with a few casts of Spirit [/b]Barrage, I get my mana regen up to a nice comfy 150-ish with only 4 casts of Spirit Barrage. If I spam Spirit Barrage as much as I can, I can get my mana regen up to 280, which, needless to say, is way more than enough to spam Dire Bats all day.
Now, explanation of runes chosen, and possible variations.
Firebats + Dire Bats: self-explanatory. One key point is that you're supposed to kite those pesky elite mobs, and it works out such that the Dire Bats often hit multiple elites if you're kiting away since they're chasing you and tend to line up sometimes.
Spirit Barrage + Well of Souls: This comes down to which rune you think is most effective at dealing additional damage if you want damage, or you could use the rune that heals you for 3% of the damage Spirit Barrage does. If I'm spamming Spirit Barrage then Well of Souls seems like the best rune for more damage. The healing rune looks very appealing to me and I might try it out sometime, because by my calculations, it'll heal you for 800-3600 HP per cast (if your damage is similar to mine, of course), which is great since this build encourages you to spam it. Post 1.0.3, enemies don't really 1-shot you anymore so incorporating healing should be a lot more viable. The mana regen rune doesn't seem necessary since this build stacks VQ and RoE to give you ridiculous mana regen anyway. One thing about Spirit Barrage is that it goes through walls that Waller elites make, which is an awesome way to continue doing damage to them if the walls are blocking you from using Dire Bats.
Soul Harvest + Siphon: I basically opted for more healing, but I can rationalize why any rune besides the mana regen rune (again, you already get enough mana regen as it is) could be useful. The slowing rune would be useful for making kiting more effective, but healing is very nice too. And, to state the obvious, it's also a nice way to give a hefty damage boost to your Dire Bat spamming. Experiment!
Horrify + Frightening Aspect: The cool thing about this is that I did some calculations, and doubling my armor for 8 seconds gives me roughly the same damage reduction as if I had 600 all resists. Thus, I can effectively have damage reduction equivalent to 600 all resist for a significant amount of time in my battles, without investing ridiculous sums of gold to get equipment with tons of all resist. All the other runes look useful as well except for the mana regen rune for the same reasons as before. Face of Death can be very nice for periodic CC, and since this build emphasizes kiting, Stalker could also be very useful since movement speed is always awesome for kiting.
Spirit Walk + Healing Journey: Just decided to opt for more healing since this build doesn't give me any passive health regen. Jaunt can also be very useful for obvious reasons - you can run further away before it wears off, which can be invaluable when kiting. Other runes don't seem that great since they just add on a meager amount of damage or give you mana regen which you clearly don't need more of.
Hex + Jinx: Very useful for just giving you an opportunity to unload on an opponent. Spamming Dire Bats on a Hexed target with Jinx can be pretty powerful. The only other rune that looks somewhat useful is Hedge Magic, but I tried it and didn't really like how it worked.
I'd like to add that with this build, you're maxing out the efficacy of Spirit Vessel since it affects the cooldowns of Soul Harvest, Spirit Walk, and Horrify, all of which are abilities you're using!
In conclusion, I hope this helps some people and I would love to hear suggested improvements/alternatives to my version of this build.
|
On June 24 2012 21:43 Heh_ wrote:Show nested quote +On June 24 2012 21:33 trinxified wrote:On June 24 2012 21:31 Heh_ wrote:On June 24 2012 20:42 trinxified wrote: Do WD's use shields? I picked up a nice Ivory Tower, 20% block chance, but I had no luck selling it in GAH or RMAH, so I'll keep it for my WD, currently only Level 30, but is this an item I can make use of in Inferno? Glass cannons all the way. Mojos add too much damage to give up on. Yeh I figured. Same with Wizards on sources... Though 2-handers are quite popular with Wizards, not sure with WDs. Splinters is the only reliable damage spell. Dire bats and zombie bears can work with a VQ build, but are nowhere as effective as hydra/blizzard. You can also rely on barrage. I was reluctant at first, but there are so many thing that actually make sense really : 3 importants things though : You should get Rush of Essence, Spirit barrage with willing's rune (mana) and possibly mana regen / sec. I'm using it more and more because barrage actually passes through a lot of walls and does slightly more damage than splinters. If you wan tto use PTV, you should get a lot of mana regen because it's already hard to keep attacking without it. At least it works wonderfully against elites (haven't tried act4 inferno yet, but i don't see why it wouldn't tbh).
|
|
|
|
|
|