Showing posts with label Self-Sustain. Show all posts
Showing posts with label Self-Sustain. Show all posts

Sunday, October 2, 2011

Witch Doctor - Spirit Doc




As a resource, mana hasn't changed much since Diablo 2 compared to other classes. Mana is the slowest regenerating resource by the time you reach the endgame, but it also manages to raise in how much you can reserve as you level. To follow this, most of the Witch Doctor's skills will also increase in cost, and with the omission of mana pots this time around, different tactics have to be taken this time around to make sure your blue globe isn't dry. One such solution is by focusing in the spirit school:

Active Skills

-The Spirit is Willing
A pretty no-nonsense nuke here, Spirit Barrage does great damage for a very cheap cost. A Golden Runestone here adds some mana return after your done bombarding the target.

-Draining Spirit
Extremely potent damage over time spell thats pretty easy to keep going considering it will find a new target after it's first is dead. Better yet, with another Golden rune, this spell will be better than free, coming out with a net gain of 300% mana cost after the dot has run it's entire duration. Great with packs of enemies, no need to spam on bosses and uniques though.

-Vengeful Spirit
This one on it's own is a great self buff that will help empower your main damage spells. Alabaster sweetens the deal by making the 5 afflicted enemies take 250% weapon damage, meaning you can get in with some of your enhanced physical damage if you feel like or let your party start wailing on your foes like crazy.

-Ruthless Terror
Fantastic defensive cooldown that can really get you out a tight jam. If your feeling low on mana, you can set this up for some major returns from your Gold by getting into a pack and send them scuttling in fear. Bonus points for Soul Harvesting first.

-Healing Journey
Another great defensive cooldown that will let you get in/out of a large group of enemies. An Alabaster here will restore almost half your life if you can let it run it's full duration. The cooldown period is only 15 seconds, so make use of the healing whenever you can.

-Paranoia
Mass Confusion on it's own can be a real game changer, cutting your foe's forces in half and giving you some buddies for a little while. Add in the 80% increased damage buff and you can absolutely decimate a large group of foes. This will also work great for Bosses and Uniques, if only for the extra damage

Passive Skills

-Rush of Essence
The passive that makes a spirit doctor, by spacing out and rotating your skills around, you'll be passively regenerating twice the amount spent on each spell over the course of 10 seconds. Granted some of the skills (even ones listed on the passive) don't actually have a mana cost, but between the ones that do and the Golden Runestones socketed into half your skills, you should be swimming in mana...

-Pierce the Veil
...maybe even too much mana, but thats where Pierce comes in. 20% damage for 30% cost is a real bargain considering most of your skills will be giving you a net gain of mana anyway. Pretty much gravy for this build

-Vision Quest
The last bit for mana management. With the Runes set up in this particular fashion, your looking at 2 15-second cooldowns, a 20-second cooldown, and a 60-second cooldown. Opening up with Mass Confusion, followed by as many of your other long cooldowns as possible will put extra damage on the board, top off your health, fear a lot of foes, and then start up the 300% regeneration phase. Once you've got this going, feel free to start haunting and barraging as much as you can before Harvest or Walk come off cooldown.

Lots of room for tweaking here, as some of the mana return may be overkill or underwhelming depending on your playstyle. Add more Golden Runestones if you find yourself going dry, otherwise swap some out for more interesting abilities. If you end up dropping skills with long cooldowns, it will be to your benefit to swap out Vision Quest for something else, such as Spiritual Attunement. Another possibility is throwing in a skill to drain excess mana, such as Firebats or Wall of Zombies (great with fear).

Monday, September 19, 2011

Wizard - Arcane Lasers



After looking at a little bit of early theorycrafting for the Wizard, I've come up with what looks like to be a fun build that will have some real challenge to play, especially in higher difficulties like Hell or Inferno. Like the blog itself, this is all early conjecture, tweaking of numbers here and there can greatly alter the validity of any build, buts lets take a look at this one anyway:

Active Skills

-Intensify
The key to this build revolves firstly around getting your Arcane regeneration high enough to the point you can effectively sustain this variant of Disintegrate indefinitely. With later active and passive skills, this infinite laser is a real possibility! This version will eventually ramp up to dealing huge amounts of damage per section, along with other extra benefits

-Disruption
Arcane Torrent on it own serves as another spell that has a constant casting cost that is easy to maintain with this set up. Better yet, this runed version allows for disruption in the targeted area, more than doubling the amount of damage from any incoming Arcane spells. So either your torrent is going to ramp up extra damage, or your Intensify is going to hit even harder.

-Time Warp
This skill serves twofold, firstly as a survival cooldown, but with the Crimson Rune socketed in, the time bubble will also increase the damage of foes inside by 140%. Stacking this up with Disruption allows for a nice cooldown for dealing with bosses while still maintaining functionality as a escape tool.

-Wormhole
This version of teleport serves not only as another survival cooldown, but as a method of quick transportation. An Alabaster Rune here allows teleport to be effectively spammed, so long as each subsequent teleport is used within 2 seconds of the last. Better yet, with the extreme Arcane regeneration present, you will generate more power than spent, so long as you allow for at least 1 second between each teleport.

-Arcanot
The first part in a trifecta of skills to give you enough power to sustain usage of all your abilities. As is common with a lot of Golden Runes, this skill now provides a large return in your resource system, namely 270 Arcane power over the course of a minute. Keep an eye on your buddy, as it will last for a minute before it needs to be recast.

-Power of the Storm
Armor spell for this build, a Golden Rune here takes a whole 7 power off the cost of all your abilities so long the armor is active! The actual amount of defense offered by the armor is unfortunately negligible. 2 minute uptime, so make sure you refresh when you get a breath

Passive Skills

-Temporal Flux
As all of your damage abilities all register as Arcane damage, this passive helps to keep foes at bay, whether its with a single target laser, an area targeted torrent or even with the help of your familiar.

-Glass Cannon
The go-to option for more damage, as long as you can dodge projectiles and stay out of melee range, this skill should be gravy. If you find yourself unable to deal with the extra incoming damage, a good alternative would be Galvanizing Ward, giving you some much needed hit point regeneration and making it so you have to refresh your armor less often

-Astral Presence
The last piece of the Arcane puzzle, this passive should push your regeneration over the edge, allowing you to maintain all your abilities with little effort.


There's a lot of room in this build to swap in different skills for survivability or even extra damage, and the amount of regeneration might actually be a bit overkill, so mess around with variations!