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Damien

Arachyr Firebats Witch Doctor

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On 8/17/2016 at 8:41 PM, DutchRide said:

So is the staff SUPPOSED to have +Dex on it, or is that incorrect? Like a got one with pretty good rolls and I'm wondering if I should be rerolling the +Int to +Dex - thanks

Apologies, a copy-pasting issue in the tables. Witch Doctor's primary stat is Intelligence, and should be taken everywhere possible (no Dexterity or Strength anywhere).

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I'm sorry... most of the builds on this site I try and they are phenomenal... but this one is a hot, steamy train wreck.

Damage is not a problem, it's survivability.  Anything I survive long enough to damage melts practically before I can get Haunt up and on it... but there is simply ZERO ranged damage protection.  Pop a 45+ rift with Blowgun Boggarts, Spear Khazra, Archer Skeletons or Buttsquirt bugs and you might as well turn around and go home.

Even without the KC stat-pumping ability on my gear, I can comfortably run mid 60s GR with most builds - this can't survive a single hit from a mid 40s boss.

What is the fix for this?  My personal go-to for mitigation is a cubed Aquila Cuirass... but this build thrives on the interaction between Cindercoat and the Mantle of Channeling, so that can't happen.

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On 9/3/2016 at 4:21 AM, Sableflame said:

Damage is not a problem, it's survivability.  Anything I survive long enough to damage melts practically before I can get Haunt up and on it... but there is simply ZERO ranged damage protection.  Pop a 45+ rift with Blowgun Boggarts, Spear Khazra, Archer Skeletons or Buttsquirt bugs and you might as well turn around and go home.

Hey - I can imagine this build feeling lackluster when compared to current Helltooth or Jade setups, but 45 is far too early in GR progression for that, I think. Can you share some more about your setup so we can pinpoint the issue? Off the top of my head, it can be any of the following:

- Not putting up Hex on cooldown (the Arachyr damage reduction depends on it)

- Not Spirit Walking in range of Locust Swarm asap (25% DR from the Cloud of Insects rune)

- Missing any additional survivability pieces (Endless Walk set, Coils of the First Spider bracer)

- Some lackluster pieces dragging the build down (can seem like small differences but they add up)

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Guest EndarKeN

Is mana management really that much of a problem to warrant using Draining Spirit instead of Poisoned Spirit? Why not slot a Topaz in the helm, and roll RCR in addition to AD on shoulders?

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On 10/27/2016 at 2:46 PM, Guest EndarKeN said:

Is mana management really that much of a problem to warrant using Draining Spirit instead of Poisoned Spirit? Why not slot a Topaz in the helm, and roll RCR in addition to AD on shoulders?

Are you not then sacrificing a fair amount of toughness to maintain what a simple rune would do? You lose the helm gem, either Vit/Life on shoulders. Just a thought, I don't actively use the build, so I'm not sure how much it would impact you.

What rift levels are you mainly looking at? Group/Solo?

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Guest EndarKeN
3 hours ago, Blainie said:

Are you not then sacrificing a fair amount of toughness to maintain what a simple rune would do? You lose the helm gem, either Vit/Life on shoulders. Just a thought, I don't actively use the build, so I'm not sure how much it would impact you.

What rift levels are you mainly looking at? Group/Solo?

Well, I only recently just started the season, so I'm not really doing high GRs yet, but so far I'm not having any mana problems. I just think it's stupid to give up Poisoned Spirit. If toughness is a problem, then not rolling RCR and using an Amethyst in helm could be good, and it is even possible to use Spirit Walk: Honoured Guest for mana.

For solo GR, why not cube RoRG instead of Unity so that you can wear Mantle of Channeling and have both Lakumba + CotFS? The net effect would be a loss in damage reduction of 25%, but a 25% damage increase.

Also, is giving up Bane of the Stricken really worth it in solo? Wouldn't the boss take too long then?

The speedfarm build can be optimised by cubing RoRG instead of Avarice (wearing it instead), which will open up the helm for Andariel's Visage. This change allows Avarice to roll both Crit stats (something that SoJ can't do) while the Poison damage from SoJ is maintained in AV. Alternatively, you can forego the elemental damage of AV by bringing Leoric's Crown out of the cube and wearing it, which will allow Haunting Girdle to be cubed, making the spreading of Haunt easier; there's usually very little time to cast Haunt because you are mostly in Chicken form.

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7 minutes ago, Guest EndarKeN said:

<snip>

What I'll do is tag @Deadset and he can take a look at this. I'm sure he knows more than I do about the build, so he can definitely give a better answer than me! Sorry that I couldn't help more though.

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Guest EndarKeN
8 hours ago, Blainie said:

What I'll do is tag @Deadset and he can take a look at this. I'm sure he knows more than I do about the build, so he can definitely give a better answer than me! Sorry that I couldn't help more though.

Thank you for your help anyway!

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The build does dump Mana at an alarming rate, especially with Pain Enhancer kicking in the equation; and Poisoned Spirit only brings an additive damage buff (not to be underestimated, but not vital either - can just be considered a nice bonus on top). You'll be looking at a significant drop of effective health (life % rolls, amethyst in helm, etc) in order to compete with the Draining Spirit / Creeping Death combo, and still come up short during long fights.

Missing Bane of the Stricken from the solo setup is an error on my part from the update last week, the proper soloing gem setup is Pain Enhancer - Bane of the Trapped - Bane of the Stricken. Thanks for pointing it out!

 Unity also offers up to 15% bonus damage against elites (a stat this build otherwise lacks), which tips the scales back in its favor (considering you mostly care about elite fights anyway). Nevertheless, I would imagine a RoRG / Mantle of Channeling setup can do decently.

The Elite damage argument also applies into speedfarm setup, where the SoJ brings a reliable +20% elemental / +30% elite combo. The Haunting Girdle proposition is interesting though, I'll look into it. The Chicken downtime is indeed very small.

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Guest EndarKeN

Would Poisoned Spirit + Rush of Essence (instead of PtV) be better for mana since they give the same damage bonus, but PtV increases mana costs? Draining Spirit only give 3 more mana per second, and while it does last an hour with Creeping Death, Rush of Essence also applies to Spirit Walk and Soul Harvest.

Why is the solo gem setup take Pain Enhancer over Taeguk? Taeguk also has a defensive component and won't drain your mana as quickly.

Regarding SoJ, is Elite damage better than Crit Chance/Damage then?

 

Also some more questions:

Why do we not wield the Staff of Chiroptera? Aren't we losing up to 60% Firebats damage with this 1H + mojo setup?

Why no Piranhado? The range of Firebats is so small that the grouping potential of Piranhado would boost the DPS greatly.

Following on from the last two points, would it be better to drop Soul Harvest for Piranhado, wear CotFS and cube Mantle of Channelling (no Lakumba) and wield Staff of Chiroptera and cube Wormwood/Vile Hive?

 

Sorry if I'm bothering you too much. I appreciate your responses.

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On 11/1/2016 at 5:00 PM, Guest EndarKeN said:

(..)

Rush of Essence is unfortunately weaker than a Draining Spirit setup, because of the Creeping Death interaction. In a Draining Spirit rotation, you spread Haunts at the start of a fight and can spam Firebats indefinitely from then on, while a Rush of Essence setup has to go back to Haunt every 10 seconds to reapply RoE (since the passive does not benefit from Creeping Death itself).

Pain Enhancer is taken over Taeguk in solo GRs for the only reason there might be :) It produces more damage while not endangering you to a point that makes it an inferior choice. Note that PE also leads to more benefits from Coils of the First Spider.

The SoJ question doesn't have a singular answer, as it varies by the character - a more accurate way to gauge when choosing between elemental, elite and critical stats is importing your character in a simulation like the one at d3planner.com (which I highly recommend). For a reasonably geared character however (following the correct stats on all other pieces of gear), which is assumed in the guide, it should work out to a bigger damage increase than a double crit roll.

As a summary of the 1h / Soul Harvest question, you gain a still gain a reasonable damage boost with the improved 10-stack Soul Harvest (30% Int per Harvest) on top of an INCREDIBLE defensive boon, considering Lakumba's Ornament and Languish combined. Their power enables the Doc to survive very hard hits in 90+ progression; Mantle provides less DR and drops as soon as you need to move, making it an inferior inclusion.

As a final note Piranhado got hit by the "pull nerf" of Patch 2.4.2 along with other pulling skills, lowering their overall effectiveness. Still a decent skill, just not when competing with Soul Harvest.

 

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Guest EndarKeN
28 minutes ago, Deadset said:

Rush of Essence is unfortunately weaker than a Draining Spirit setup, because of the Creeping Death interaction. In a Draining Spirit rotation, you spread Haunts at the start of a fight and can spam Firebats indefinitely from then on, while a Rush of Essence setup has to go back to Haunt every 10 seconds to reapply RoE (since the passive does not benefit from Creeping Death itself).

Pain Enhancer is taken over Taeguk in solo GRs for the only reason there might be :) It produces more damage while not endangering you to a point that makes it an inferior choice. Note that PE also leads to more benefits from Coils of the First Spider.

The SoJ question doesn't have a singular answer, as it varies by the character - a more accurate way to gauge when choosing between elemental, elite and critical stats is importing your character in a simulation like the one at d3planner.com (which I highly recommend). For a reasonably geared character however (following the correct stats on all other pieces of gear), which is assumed in the guide, it should work out to a bigger damage increase than a double crit roll.

As a summary of the 1h / Soul Harvest question, you gain a still gain a reasonable damage boost with the improved 10-stack Soul Harvest (30% Int per Harvest) on top of an INCREDIBLE defensive boon, considering Lakumba's Ornament and Languish combined. Their power enables the Doc to survive very hard hits in 90+ progression; Mantle provides less DR and drops as soon as you need to move, making it an inferior inclusion.

As a final note Piranhado got hit by the "pull nerf" of Patch 2.4.2 along with other pulling skills, lowering their overall effectiveness. Still a decent skill, just not when competing with Soul Harvest.

 

Thank you for your response.

 

I've also been experimenting with In-geom in the cube for speed runs instead of Wormwood since I have not found one yet. It has been quite effective as you can burst down a RG if there is an elite pack nearby. The downside is that Locust Swarm has to be manually cast instead, but with Pestilence, it still spreads very quickly. What are your thoughts on this?

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I have chosen not to include Ingeom because Grave Injustice is a similarly effective cooldown tool without being limited to elite enemies for resets, but Ingeom is still handy to have. It can always be considered for speedruns, yes.

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Guest Weez

Sorry but that is really the wrong way to use Hex, I mean that's really really bad.  Try this use Angry Chicken with Grave Injustice, in T10 without even optimizing I'll have 2-4 Giant toads up at a time while bursting through the map, with the 10% health per second regen at about 2mil health your completely indestructable with AC 50%+the Acavyr's hex regen.  Running Hack with about 100k thorns have yet to roll on primary stats so crit damage is a joke and still no problems.  Passives are 20+25 damage fetish sico's and grave 3 firey dogs 3 guargantuans zombie fish cause of their vast aoe range(get 5-6 overlapping pools at a time with grave) spirital bombard cause it breaks stuff while a chicken all stack on bane of stricken till I'm ready to pop the chicken it's really super easy fast.

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On 17.11.2016 at 10:26 PM, Guest Weez said:

Sorry but that is really the wrong way to use Hex, I mean that's really really bad. 

What is this comment aimed at?

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On ‎9‎/‎9‎/‎2016 at 3:46 AM, Deadset said:

Hey - I can imagine this build feeling lackluster when compared to current Helltooth or Jade setups, but 45 is far too early in GR progression for that, I think. Can you share some more about your setup so we can pinpoint the issue? Off the top of my head, it can be any of the following:

- Not putting up Hex on cooldown (the Arachyr damage reduction depends on it)

- Not Spirit Walking in range of Locust Swarm asap (25% DR from the Cloud of Insects rune)

- Missing any additional survivability pieces (Endless Walk set, Coils of the First Spider bracer)

- Some lackluster pieces dragging the build down (can seem like small differences but they add up)

Deadset,

I appreciate the reply and apologize for the massively delayed return response.  Quite unexpectedly my primary gaming rig went completely Tango Uniform and I've been scraping together repairs and dealing with other issues in the meantime.

I would love to answer your questions... but in the interim, I've not had the chance to get back to playing and I would have to re-engage with the build and the issues to see what I can come up with.

I will try and put together a coherent response in the coming days.

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Guest Harms

Thanks a damn lot for this.

It help me - a returning player - a lot to get back into rocking as a witch doctor (and hopefully just getting the additional tab for seasonal challenges).

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So, what about solo potential in 75GRs?

For season 9 I will most of the time be spending my time with a few friends and decided since the patch is boosting Arachyr dmg to 2400% I just have to try this and it looks very powerful in a group as long as you have a support with you.

Then there will be times where you are solo and from experience in last season trying some Arachyr builds, even with the LoH bracers the build is quite squishy (not poison-dart squishy but still). @Deadset Have you done any soloing past GR75 with this particular build?

I know it's a good idea most of the time to Spirit Walk into a group and sustain yourself  at the center to gain all the dmg reduction but given high enough GR it seems you'll end up getting killed regardless in a group of heavy hitters without a Spirit Walk to escape.

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Guest Vec

What would be a good 5th passive when speed running normal rifts?  The guide recommends crafting a hellfire with two skills that are already recommended for speed farming.  I'm assuming Grave Injustice ...

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On 12/5/2016 at 3:07 AM, Sableflame said:

I will try and put together a coherent response in the coming days.

If you still need help in the new season, you can always ask here if it's with the same build and we'll help out :)

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On 12/19/2016 at 11:53 PM, Guest Harms said:

Thanks a damn lot for this.

It help me - a returning player - a lot to get back into rocking as a witch doctor (and hopefully just getting the additional tab for seasonal challenges).

Really glad to hear that! Good job and congrats :)

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On 1/5/2017 at 9:24 AM, Arkpit said:

 @Deadset Have you done any soloing past GR75 with this particular build?

It looks like, with the new updates, this guide could now definitely be seeing some 75+ solo pushing. Season 9 seems to be the best time to play this! :D

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18 hours ago, Guest Vec said:

What would be a good 5th passive when speed running normal rifts?  The guide recommends crafting a hellfire with two skills that are already recommended for speed farming.  I'm assuming Grave Injustice ...

I'd take Confidence Ritual.

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8 hours ago, Blainie said:

If you still need help in the new season, you can always ask here if it's with the same build and we'll help out :)

I appreciate that.  I settled on the Darts build and the Gargantuan whomp-whomp build for my 2 WDs.  Darts is still a work in progress, but shows great potential.  Gargles is farming T13 and, with a mix of ancient/non-ancient gear and no KC-stat buffs just passed GR68.

My only swap on that build is, since I can't get a Sacred Harvester to drop, or from Kadala... or from KC-transmutes... EVER (grumbling, pissy, RNG-hating post...), I replaced Soul Harvest with the Icy Locust Swarm and my weapon is my best Ancient 1-h (an Ancient Manajuma's Carving Knife).  The extra ticks of damage help, as does it's small mana refund (larger if I can hit something in the back of the pack with it).

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On 1/7/2017 at 1:14 AM, Sableflame said:

My only swap on that build is, since I can't get a Sacred Harvester to drop, or from Kadala... or from KC-transmutes... EVER (grumbling, pissy, RNG-hating post...)

This is my life last season with the Wand of Woh.

Anyway, I'm glad to hear things are working well. Your changes seem solid! :)

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