Damien

Witch Doctor: Acid Cloud with Helltooth

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This thread is for comments about our Witch Doctor Acid Cloud Build with Helltooth.

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Very well written, as per usual.

 

An idea that keeps on haunting me - that of using Frostburn to rapidly trigger Rimeheart's 10,000% damage against frozen enemies, thanks to Iceblink's synergetic effect, and the fact that the damage-over-time nature of the build would present many opportunities to trigger the effect... assuming (perhaps wrongly?) that such abilities would in fact trigger. RoRG would have to replace Convention as the Kanai passive as an unfortunate side effect.

I fear Rimeheart may be affected by proc coefficients, however.

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Excellent guide, revealed the hidden gem of stacking dot dmg that i didnt even know about! One question tho, is iceblink really a worthwhile choice? Why not wildebeast for toughness or stricken for dps?

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Very well written, as per usual.

 

An idea that keeps on haunting me - that of using Frostburn to rapidly trigger Rimeheart's 10,000% damage against frozen enemies, thanks to Iceblink's synergetic effect, and the fact that the damage-over-time nature of the build would present many opportunities to trigger the effect... assuming (perhaps wrongly?) that such abilities would in fact trigger. RoRG would have to replace Convention as the Kanai passive as an unfortunate side effect.

I fear Rimeheart may be affected by proc coefficients, however.

 

Rimeheart is indeed affected by proc coefficients and additionally affected by its own proc chance, making its effect very infrequent - a sad reality of an otherwise interesting weapon!

 

Excellent guide, revealed the hidden gem of stacking dot dmg that i didnt even know about! One question tho, is iceblink really a worthwhile choice? Why not wildebeast for toughness or stricken for dps?

 

As a general rule, when pushing for highest placement, exclude Toughness gems first. Bane of the Stricken is worth exploring as the build doesn't perform as well on single target, and would likely take the place of Esoteric before anything else. This would, of course, make the gameplay extremely glassy and dangerous to play :)

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Well written, however I wish there were a bit more alternative suggestions to pretty much everything.

 

About to a question that has been asked before, I believe Stricken might do better on long fights, but for speed grifts, Iceblink may fare better. Stricken's debuff takes co-efficients into account, even though you will see a lot of numbers on the screen, pets do not contribute to this, and AoE attacks always have a low co-efficient.

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Under the CotE section, you say that only physical damage is wasted in the ring's buff rotation. But don't the Corpse Spiders do physical? At first I was thinking their damage was minimal anyway, but with the 6 piece Helltooth set bonus, it's a bigger factor.

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Under the CotE section, you say that only physical damage is wasted in the ring's buff rotation. But don't the Corpse Spiders do physical? At first I was thinking their damage was minimal anyway, but with the 6 piece Helltooth set bonus, it's a bigger factor.

 

The Medusa Spiders rune turns it into cold damage (it's a unclear on the bnet website - it lists the slowing effect but not the elemental change).

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Under the CotE section, you say that only physical damage is wasted in the ring's buff rotation. But don't the Corpse Spiders do physical? At first I was thinking their damage was minimal anyway, but with the 6 piece Helltooth set bonus, it's a bigger factor.

 

The Medusa Spiders rune turns it into cold damage (it's a unclear on the bnet website - it lists the slowing effect but not the elemental change).

Ok, thanks. That's good to know. Since it didn't list the damage type, I assumed I stayed ad physical. t

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Under the CotE section, you say that only physical damage is wasted in the ring's buff rotation. But don't the Corpse Spiders do physical? At first I was thinking their damage was minimal anyway, but with the 6 piece Helltooth set bonus, it's a bigger factor.

 

The Medusa Spiders rune turns it into cold damage (it's a unclear on the bnet website - it lists the slowing effect but not the elemental change).

Ok, thanks. That's good to know. Since it didn't list the damage type, I assumed I stayed ad physical. t

 

I always use the graphic background on the rune as my guide for damage type, and for medusa it is indeed cold.

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I always use the graphic background on the rune as my guide for damage type, and for medusa it is indeed cold.

 

I might have been looking at it from work where I couldn't log into the game.  I mean, not that I was being unproductive on the job... I was rotating my thought tasks to maintain peak mental acuity.  Yeah. biggrin.png

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Great guide Deadset, I enjoy the detail that you provide and your vocaulary brings this to a level that other Diablo streamers can't touch.  That said, I can validate one of your statements, using BotS has been my goal since "Day 1" of S4, however, I'm writing this to say that I give up, and will be moving to EA as a replacement.  The amount of cheap deaths that a WD experiences w/o damage mitigation is insane.  Your guide is spot on, and while people can certainly choose to use something other than your recommended, I wouldn'y suggest it.  Keep up the good work. 

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Awesome guide as always.  I think there is an offshoot that uses zombie bears with skrimshaw that's killing it on leaderboards.  What's your take on it?

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Great guide Deadset, I enjoy the detail that you provide and your vocaulary brings this to a level that other Diablo streamers can't touch.  That said, I can validate one of your statements, using BotS has been my goal since "Day 1" of S4, however, I'm writing this to say that I give up, and will be moving to EA as a replacement.  The amount of cheap deaths that a WD experiences w/o damage mitigation is insane.  Your guide is spot on, and while people can certainly choose to use something other than your recommended, I wouldn'y suggest it.  Keep up the good work. 

 

Thank you so much for the kind words! :)

 

 

Awesome guide as always.  I think there is an offshoot that uses zombie bears with skrimshaw that's killing it on leaderboards.  What's your take on it?

 

It is a really strong Helltooth variation - perhaps the strongest at the moment, certainly reflected on the Leaderboard - so guide is on the way!

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How do both rings proc with those spiders? I use Mana spiders to proc the regen and acid cloud to trigger the other.

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How do both rings proc with those spiders? I use Mana spiders to proc the regen and acid cloud to trigger the other.

 

They don't, the spiders only proc the generator requirement. :) You are doing it correctly.

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Hi WD fans. I am used the build in this guide to grift 56, now i am stuck. I seem unable to get further without Unity then my damage is not adequate for the timer. I don't have an ancient weapon but my gear is good. Can anyone write a brief synopsis of their gameplay I feel as if i am making mistakes. tyvm

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one question why is a socet in weapon priority listed as without ramalandis gift is there some deterance to useing ramalandis im unaware of ?

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one question why is a socet in weapon priority listed as without ramalandis gift is there some deterance to useing ramalandis im unaware of ?

As I understand it, what that line of text means is that the listed rolls are the best rolls to go for if you do not have Ramalandi's Gift.

 

So if, for example, you get a SuWong to drop and it doesn't have a socket, and you don't have a Gift, you're going to want to reroll for socket as your first priority. If the SuWong drops with everything perfect but no socket, Gift it. If SuWong drops with a socket but without something like Vit or Acid Cloud, you can reroll the socket into Vit or Acid Cloud, and then Gift it.

 

The text is a bit misleading or confusing, but I think that's what is meant.

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Hey Deadset, another great guide.  I just had a question about the weapon slot (not just for this but all WD weapon choices really).  The obvious choice seems to be Suwong's for the 100% acid damage and the lob bomb, but what about sacred harvester?  it gives 5 more stacks of harvest soul as you know. The many defensive bonuses aside, this gives us15% extra int and unless i'm mistaken each int = 1% extra damage?   so lets say you have 10,000 base int, a relatively easy mark, and 15% extra int from the extra 5 stacks, that's 1500% extra damage?  Doesn't this overshadow the 100% from Suwongs?

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Hey Deadset, another great guide.  I just had a question about the weapon slot (not just for this but all WD weapon choices really).  The obvious choice seems to be Suwong's for the 100% acid damage and the lob bomb, but what about sacred harvester?  it gives 5 more stacks of harvest soul as you know. The many defensive bonuses aside, this gives us15% extra int and unless i'm mistaken each int = 1% extra damage?   so lets say you have 10,000 base int, a relatively easy mark, and 15% extra int from the extra 5 stacks, that's 1500% extra damage?  Doesn't this overshadow the 100% from Suwongs?

 

Sort of but not really. biggrin.png  The increase from Int is an additive increase.  So with your Int of 10,000, you are already getting a 10,000% damage increase over your base damage (which means that your base damage is actually very small and most of your actual damage comes from the increase your Int provides.)  You add 15% Int so your total Int is now 11,500, giving you a 11,500% damage increase over your base damage.  But the extra 1500% is pretty small compared to the 10,000% you already have, so your *increase* is not that much.

 

Numbers: say your base damage is 9,900 and your Int is 10,000, and then you add another 15% Int...

 

9,900 + 10,000% = 1,000,000 Damage (approx.)

9,900 + 11,500% = 1,150,000 Damage (approx.)

 

1,150,000 is only 15% higher than 1,000,000.  The 100% damage bonus from Suwong is multiplicative, so you do twice as much damage.  Your 1,000,000 turns into 2,000,000--way higher than what you get from Soul Harvest.

 

In reality, there are many more variables, so the numbers don't come out exactly like this.  But it works to show the difference between the two different types of damage increases.

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Awesome buid!

 

Only one question should i stack same + elemental dmg on amulet and bracers or should i go for fire and ice?

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Awesome buid!

 

Only one question should i stack same + elemental dmg on amulet and bracers or should i go for fire and ice?

 

I'd say pick one and stick with it, so you can time moments of heavy Mana spending according to the Convention of Elements cycle better.

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should try dropping harvest for zombie dogs..either the chilled to the bone rune or burning dogs..they get a 900% bonus from helltooth 6 piece and provide meat shield.  with chilled the 15% damage boost on top of their independent dps greatly outdoes the intelligence increase for damage and they require no active use. 

 

also spirit walk is "nice" for defensive and movement i find that horrify with ruthless terror for spammable acid cloud or frightening aspect for armor is actually better for survivability.  for raw damage hex with unstable form is..just unbeatable when elements is on fire.

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So I play on season and have a choice between non ancient Suwong or other ancient weapon  + offhand, what I wonder is how much damage does acid cloud really do in this build, Cause having -(25/30%) damage seemed like much bigger trade off, as both fire wall and piranya seem to be doing their big part. Also while having a slot for convention on elements (dont have "restraint" yet", i use ring of grandeur and switch chest for cindercoat, spiders for mana, and cloud for also fire.. is going that way viable or will I strugle too much for survival in later rifts?

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    • By Stan

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      General
      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta. Classes
      New Class: Necromancer As a master of the dark arts, you wield the powers of life and death necessary to restore the Balance! Necromancers are powerful spell casters who lay waste to their enemies using curses and reanimation—along with an obedient cadre of pets. This new class employs a controlled gameplay style using the raw materials of life: blood and bone. Necromancer Skills Army of the Dead Base Rune Raise a massive skeletal army to pummel the targeted location dealing 3,000% 12,000% weapon damage in a 15 yard radius Frozen Army 3,600% 12,000% and they attack all enemies in a line Dead Storm Raise a storm of the dead that surround you damaging enemies for 2,000% 15,500% weapon damage over 5 seconds Unconventional Warfare Damage increased to 50,000% total weapon damage Catatonic Grasp Has been renamed to Blighted Grasp Has been redesigned Skeletal hands raise from the ground damaging enemies within 15 yards for 14,000% total weapon damage as Poison over 5 seconds Bone Armor Harvest of Anguish Now deals Cold damage instead of Physical Dislocation Now deals Poison damage instead of Physical Limited Immunity Now begins its cooldown once the immunity effect ends Command Skeletons The active ability for this skill now lasts until the target dies or you change the target of your command   Corpse Explosion Base Rune Target an area exploding all corpses within 11 yards dealing 150% 250% weapon damage to enemies within 20 yards Close Quarters Explodes corpses close to you, dealing 200% 325% weapon damage to enemies within 20 yards Corpse Lance Base Rune Target an enemy to summon projectiles from nearby corpses that cause 750% 900% weapon damage to the target Land of the Dead Base Rune All corpse skills can be used at will for 5 10 seconds Necromancer Passives Blood Is Power Has been redesigned After cumulatively losing 100% of your maximum Life, all ability cooldowns are reduced by 20%. This effect cannot reduce an ability’s cooldown more than once for each time that ability is used. Final Service When this passive successfully prevents death, the Necromancer is immune to incoming damage for 4 seconds This passive does not require active pets to prevent death and grant immunity Instead of immediately consuming all pets, this passive will grant 10% health per pet until the Necromancer is at 100% health Wizard Skills Mirror Image Simulacrum This rune has been renamed to "Hard Light" Bug Fixes Decay Golem Fixed an issue where Decay golem was not benefiting from the unlimited corpses granted by Land of the Dead Fixed a bug where the visuals for Army of the Dead: Unconventional Warfare were not being played Items
      General Scythes and Phylacteries are now sold by some of the vendors throughout the world Legendary Items Funeral Pick Siphon Blood drains blood from 2 additional targets Trag’oul’s Corroded Fang The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse Scythe of the Cycle Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 3 seconds Dreadgolem Spike Bone Spear now costs 40 Essence and deals 125-150% additional damage Bloodtide Blade Death Nova deals 125-150% increased damage for every enemy within 10 yards Reilena’s Shadowhook Bone Spikes generates an additional 2-4 Essence for each enemy hit Death’s Scythe Each different Poison skill you use increases the damage of your Poison skills by 75-100% for 15 seconds Spear of Jesseth Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses Lost Time Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks. Bone Ringer The damage bonus of Command Skeletons is increased by 25-30% each second while active Leger’s Disdain Grim Scythe deals an additional 7-10% damage for each point of essence it restores Iron Rose Attacking with Siphon Blood while at full life has a 15-25% chance to cast a free Blood Nova The Johnstone Each corpse consumed in Land of the Dead increases your damage by 10% for 8-10 seconds after it ends Haunted Visions Simulacrum now drains 10-15% of your maximum life every second and lasts twice as long Wisdom of Kalan Increases the maximum number of Bone Armor stacks by 5 Bloodsong Mail While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage Requiem Cereplate When Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds Mask of Scarlet Death Revive consumes all corpses to raise a single minion that does an additional 125 – 150% damage per corpse Fate’s Vow After consuming 15-20 corpses you unleash a free Death Nova Moribund Gauntlets Your Golem has a 10-15% chance to shed a corpse when it is hit by an enemy Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times Golemskin Breaches Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it Defiler Cuisses Your Bone Spirit’s damage is increased by 75-100% for every second it is active Steuart’s Greaves You gain 40-50% increased movement speed for 2 seconds after using Blood Rush Bryner’s Journey Bone Spikes has a 10-15% chance to cast a Bone Nova at the target location Dayntee’s Binding Decrepify gains an additional 20-30% damage reduction for attacks against you Razeth’s Volition Skeletal Mage gains the effect of the Gift of Death rune Circle of Nailuj You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds Prayer of Briggs Uncursed enemies are pulled to the target location when a curse is applied to them Krysbin’s Sentence Bone Spikes, Bone Spear and Bone Spirit deal 125-150% increased damage against enemies that are stunned, frozen, charmed, feared or blinded Lornelle’s Sunstone Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing Corpsewhisper Pauldrons Corpse Lance damage is increased by 15-20% for 3 seconds each time you consume a corpse. Max 15 80 stacks Hellfire Amulet Necromancer passives have been added for this item Halcyon’s Ascent Added skills to this item for the Necromancer Class Sets Bones of Rathma (2) Set Bonus Your pets have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (4) Set Bonus You gain 1% damage reduction for 5 seconds each time your pets deal damage. Max 50 stacks. (6) Set Bonus Each active Skeleton Mage increases the damage of your minions and Army of the Dead by 200% Trag’Oul’s Avatar (2) Set Bonus Blood Rush gains the effect of every rune (4) Set Bonus While at full life, your healing from skills is added to your maximum life for 45 seconds. Up to 100% more. (6) Set Bonus Spending 10% life grants you a stack of Blood Cascade up to 50 times. Each stack of Blood Cascade increases the damage of life-spending attacks by 200% and also increases the life you lose by 10%. Using a skill to heal will consume a stack and heal for an additional 300%. Healing from skills consumes one stack regardless of how many targets are hit Command Skeletons: Dark Mending and Land of the Dead: Land of Plenty no longer consume stacks or receive increased healing Grace of Inarius (2) Set Bonus Bone Armor’s damage is increased by 1000% (4) Set Bonus Bone Armor stacks are now refreshed. In addition, Bone Armor grants an additional 2% damage reduction per enemy hit (6) Set Bonus Bone Armor also activates a Bone Tornado damaging nearby enemies by 375% weapon damage per second as Physical. Enemies hit by the tornado take 850% additional damage from the Necromancer’s abilities and minions Pestilence Master’s Shroud (2) Set Bonus Each corpse you consume fires a Corpse Lance corpse fragment at a nearby enemy, dealing 800% weapon damage (4) Set Bonus Each enemy hit by Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds. (6) Set Bonus Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 1000% Jairoan Arms (2) Set Bonus Army of the Dead gains the effect of the Unconventional Warfare rune Bug Fixes Fixed an issue causing phylacteries to roll only the lowest possible damage value Fixed an issue which allowed non-Necromancer characters to equip Necromancer gear Adventure Mode
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. General (Beta Only) Made changes to reduce the occurrence of dead ends when floors in Rifts and Greater Rifts use the Temple of the Firstborn map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. The time limit to complete a Set Dungeon has been increased to 5 minutes Necromancer Set Dungeons have been added to Adventure Mode Set dungeon monsters are now tracked on the mini-map when the dungeon begins All Basic Tier monster kill requirements have been lowered Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens. Greater Rifts Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount. Bug Fixes Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty PTR Only
      D'jank Miem Players can exchange Blood Shards with this vendor for bags containing gear The cost per bag has been set to 500 200. Players will now be able to purchase bags containing new Legendary items in addition to the previous bags containing Set items
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