Inspired by Jay Wilson's tip video from IGN.
My build has 1 strong single target dmg and mixed with Unstable Form it reflects on packs when needed while spamming dmg on the chickens. The rest of the dmg comes from exploding your dogs and saving cooldowns Mass Confusion and Big Bad Voodoo for rare mobs and bosses and you can start exploding.
Final Gift provides health globes for the group and build needs HUUUGE gold pickup radius to work... obviously
My build name is simple: Chickens and kabooom!
Edited by Moosi#2395 on 06/05/2012 22:37 BST
85 Orc Warrior
I am just wondering why no one is using Haunt?
This is my build for
I was thinking LS and Haunt for constant DMG and spam spiders, Keeping my pets up will give me some form of survivability and if this get tricky i can just pop my MC. Pleas tell me fi there is any flaws,
And just one thing can the same target be affected by both LS and Haunt?
Yuggernaut then you have mist my post.
This is my build and i am using Haunt en LS as well.
Hmmm after seeing the inferno movie i realised that Grasp of the Dead (unbreakable Grasp) is a must have!!!!! Otherwise you will get overrun. So i replaced Haunt for Grasp of the dead. But now i lack in a strong single target damage skill. I use Leaping spiders to use as a spammable and attack from a great distance!! you can throw the jar far and then the spiders can leap 25 yards further.
i replaced haunt because on inferno you deal often with groups then with single target. I will have a templar follower en gargantuan as well so they can also attack single target.
this is my build:
Please let me know what you think of it.
If you use Bad Medicine passive, why don´t you use the Big Stinker rune for the Gargantuan? With Jungle Fortitude and additional 20% damage reduction Gargantuan seems very powerful.
I like the Haunt and LS combination since these skills combined will be very useful dealing with groups and single targets as well. You will need alot of CC however which can be added by runes.
For now i would start in Inferno with something like:
If i went overboard with my defenses I could easily drop some for more damage. But judging by the data we have i doubt it will be possible to have too much defense.
Thank you and see you on the 15th
85 Human Paladin
because its the highest level abilities therefore its the best build.
This is what i use right now, granted i very some of the spells sometimes. (obsessed with respeccing)
Corpse Bomb for Locusts, or switch Spirit Vessel for Piercing the Veil for example. This builds gives constant high damage and survivability. Mana issues are solved by spamming Spiders while spamming Bombs. Get yourself a large pickup radius to buff and live more and also reduce CD on grasp so you can keep it up constantly too for more globes, dmg, and living. (boss fights i usually switch out Grasp for Consuming Spirits)
I would prefer to use the pets as i enjoy summoner builds, but currently i feel they die far too easily and do very little damage. Most problematic is when fighting elite groups, which is when they are needed the most as we have no absorb or shield abilities so if we get caught we get dead very fast. Bottom line is chicken kills everything and/or heals you while all pets die and leave you defenseless when it actually matters.
(please prove me wrong with some viable/tested high damage high survivability builds)
Replacing chicken for fetish army is a fun variation. The CD on the fetishes goes fast with good pickup radius, but there is a tooltip and possible game error if you try to stack Devout Following with Tribal Rights (CD seems to increase instead of going down to 45sec as it should based on what these do)
Spirit Vessel can be switched for Jungle Fortitude
Tactic: Lead mobs into narrow openings and path ways and lay Grasp of the Dead, this makes sure that I get the aggro and my gargantuans stink aura does it's job, then I spam Dire Bats.
I used to use Zombie Bears but the risk compared to the reward is too great, Zombie bears have a long animation, harder to aim and the probability of all three bears hitting the same target is too low.
Grasp of Dead with extra slow is a must have in my opinion.
EDIT: just gotta get it out there, Gargantuan is severely underestimated, it's a really great distraction, just because it can't tank for you like in Normal/Nightmare doesn't make it useless.
Edited by Skrotnisse#2155 on 22/05/2012 04:54 BST
This is what I use currently. I am soloing Act 1 inferno with great success and the Butcher fight takes less than 2 minutes.
I kite champions/elite packs, and no combination of affixes is too hard to handle. Mobs with high movement speed are a little more troublesome, but most of the time I'll survive with well timed spirit walks.
Bears are incredibly strong since they run through waller walls, and since multiple bears will hit big targets. I didn't like the cheesy vision quest builds with long cooldown spells, so this is the alternative I came up with. Mana can be problematic sometimes, but mostly because I currently have very high attack speed. If I had a slower weapon and maybe some mana regen from gear, I'd swap Spiritual Attunement for Pierce the Veil.
PS: I don't understand why I'm seeing builds with Zombie Dogs and Gargantuan in this thread. These pets die way too fast to be of any use in Inferno, even with Jungle Fortitude and Zombie Handler.
The Templar already fills that role, and he can actually survive, unless he stands in Plagued/Molten crap on the ground. Every time I've tried the gargantuan on Inferno, it has died within seconds of engaging anything.
Edited by Carkasjak#1729 on 22/05/2012 13:04 BST
I'm gonna give you something that works on Inferno.
It worked perfectly fine for me even since I got all those skills and tested numerous builds on Inferno. It just WORKS and I'm gonna tell you why.
Dire Bats - It says it does 220% damage (while Hungry Bats should be doing 280%), but trust me, Dire Bats do MORE damage, both normal and critical strikes, including single and multi target damage!
Wall of Zombies, Pile On - The hardest 1-target AND multi-target hitting ability in the game. With my lame gear and 5 stacks of Soul Harvest I've seen 150,000 critical strikes on a single target (remember, it hits multiple targets!)
Soul Harvest, Siphon - You need the healing component! And it's a HUGE damage boost to your damage! A must have on any difficulty!
Spirit Walk, Honored Guest - Probably the best escape mechanism of the game - breaks chains, breaks slows and snares, become immune to ANY form of damage, regain 30% of your mana in 2 seconds of immortality. Need I say more?
Hex, Hedge Magic - The best CC in the game. Low CD, spammable, free imba heal AND you can Hex the Champions!
Grasp of the Dead, Groping Eels - An amazing slow, big enough AoE and you just gotta love those "1250 damage ticking on 10 mobs" for the amazing 12500 damage per second
I will not explain the passives, there is no need.
1. Grasp of the dead the mobs (it collects then and attracts them to you)
2. Spirit Walk into a big stack of mobs (min 5)
3. Soul Harvest then run out while you still have Spirit Walk
4. Pile On for EPIC damage!
5. Dire Bats spam for some epic 25000 critical strikes on the unlucky survivors
This is the build I am using atm.
MVP - Diablo III
- The build needs nuke power (at least 1 spamable nuke)
- The build needs a good sourse of mana regen (so you re able to spam your nuke frequently)
- The build needs to keep you alive (either thrue pets tanking,massive self healing, lots of cc)
Ok so I keep posting my build up, I like it I use it and it works for me.
Saying that I crit quite hard in Hell act 4 my SB is between 14-15k without Soul Harvest on.
So that is my nuking power, the fact I run it with the Mana return on means I can quite litterally spam it, also my Swarm also has the mana gain on it so that returns a lot of mana also. Failiing that Spirit Walk with it's mana regen gets me back up and dealing damage. So that covers the mana issues people may have.
Right keeping you alive, this is down to you. You have the healing option from Soul Harvest PLUS the healing from Haunt AND you can go damage immune with Spirit Walk, as for the disabling of enemies the extra slow on the Grasp of the Dead skill helps a ton and if you have a decent weapons you will just watch things die while staying alive yourself.
When I do die (sometimes you can't do anything about it) if I have got my spells off and the DoTs going when I get back most if not all of the mobs that kill me are dead. On bosses it gives you the ability to heavy DPS and heal while on the move and with SB having such a high range (literally the length of your screen) you can be way out of the way to deal damage.
Would help if I posted the build right?
Not done Inferno yet only Act 4 Hell.
Edited by Fean#2616 on 22/05/2012 13:42 BST
I'm doing Co-op with a Wizard with an occasional monk friend joining so no Templar for me.
In inferno past act 1, aoe is basically useless since there is no way to aoe elite packs, really (maybe if you're solo the zombie bear spam gimmick can work). You're much better off with heavy cc and single target damage for focusing one foe at a time when fighting elites. Why would you waste a skill slot for aoe when you're only really going to use it for faster trash clearing?
I'm currently running Act II inferno with a demon hunter buddy and the only elites we can't kill are either "Invulnerable Minions", "Fast" the stealthy snakes and some of the naturally fast elites which you just can't kite, also in some of the caves and sewers you simply can't fight some nasty aoe combos.
Good tip for some of the hard elites in the desert temples is to pull them into a corner to which you can shoot over a long gap, so they just stand there and cannot attack back while you nuke them. You have to be close enough so they don't get full hp every 10 sec or so, though. (But also far enough so they can't teleport over the gap to you ^^)
Anyway, this is the build I use: http://us.battle.net/d3/en/calculator/witch-doctor#aZUXkQ!WZV!aaZbZY
Poison Dart is op and literally no mana cost single target damage, its only weakness is waller mobs and invulnerable minion packs, where the darts are going to be blocked by walls and the minions, respectively.
Grasp of the Dead is a pretty staple kiting skill, although I've recently noticed some of the fast elite mobs come through it so fast that you don't even have time to cast one Poison Dart before they're back on your ***.
Spirit Walk is a self explanatory oh sh** button, and my only survivability skill with Spirit Vessel. Helps in many situations with the break cc and speed boost.
Horrify is good for pushing enemies back into your Grasp of the Dead and also for mobs appearing next to you. (Invisible Snakes, Bats, the like)
Wall of Zombies is awesome. You can use this at a choke point and you get to freeroll damage into any mob for 5 sec. (good time to pop BBV) Works for even teleporter and vortex mobs if you keep enough range. Only downside is the cooldown vs duration.
Big Bad Voodoo is a !@#$ty skill since you're going to be kiting most of the time so you can rarely utilize it to the full effect and it's really a matter of preference what you take there. I just have it there at the moment to help when we are shooting a stucked reflect damage elite pack. I tried Mass Confusion here with the additional 3 targets stunned and it works ok. (can stun bosses too)
For passives Pierce the Veil is good since you won't be using much mana anyway. Spirit Vessel is a must have since it's often the only thing keeping you from getting instagibbed. Jungle Fortitude is pretty bad since like I just mentioned most of the time you just get one shot. Still, 20% reduced damage is good in some situations and there aren't any better alternatives in my opinion.
This is a good, well rounded build that I have had good success with. It clears trash, elite packs and bosses alike so you can maintain those delicious valor stacks. I can still say we wipe around 5 times on average per elite pack and it's really tough for a kiting setup in act 2 all around but we're slowly making progress.
Heh, this turned out to be quite a wall of text, I really hope this helps someone. :-)
I'm using this in act 2 of Inferno: http://us.battle.net/d3/en/calculator/witch-doctor#afURkQ!bUV!acZaZZ
Undergeared but want to farm Act 2 Inferno?
Can take pretty much all rare/elite packs with that build, it's all about kiting them.
Haunt up everyone while kiting and stutter-step with poison dart.
If I need to nuke something then I tank them with cooldowns, Hex them and poison dart then Spirit Walk while doing damage and when it ends Horrify them away.
If it's a larger pack or I'm in a dead end/small space I'll kite with Haunt/Darts to the end of where I'm going, Spirit Walk through the pack and Siphon them then repeat in other direction, Hex and Horrify as OH S**T buttons. It also lets you survive virtually anything with being able to spirit walk out of waller mobs and jailer ones, can also hit it if vortexed or fear them away, etc.
It's also good for skipping packs you can't kill/don't want to kill as you have a lot of control and health regen. Not sure if Blood Ritual is bugged atm as my HP never drops no matter what I cast with it on but HP does regen faster.
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