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I have a pretty solid Witch Doctor build but I haven't done much with the others.
I'll take a build example or just general ideas on what creatures/combos to use.
This one uses shades for major damage reduction/avoidance. The principle behind WD is getting enemies to kill themselves as fast as possible.
https://berated-bert.github.io/siralim-planner/?b=efa1c21ff8f475bb200f09ede5ef446be4a046e3e7a12f47f5f2831c3547c99c921bda4a5cab525c01d232853b7e66771bdf93c6296d&s=WD&a=DEBDEGPMGPMLTRA&r=araleblpelew
This is a more powerful build that typically ends as soon as any enemy gets a turn. Enemies start with only 60% health and whenever any of them takes a turn all enemies get healed (which becomes damage due to forced blight) for 35% of their max health.
https://berated-bert.github.io/siralim-planner/?b=1ff8f49c3a1475bb2010e172e5ef445a5cc5cb96bd4a40c1c2e2fa9044675a8f148d0bf787abbff3ee80a267d36b6dc8f7628247b5bc&s=WD&a=DERSBOPMGPMCTRA&r=______
Blight+Leech is useful on a WD because it is basically a damage multiplier. Cursed + Sarea's Command + Oula is really big turn 0 damage. If you have blight + leech on the enemies that damage increases substantially.
WD is one of the fastest clearing specs in the game. I like to use 2 anointment slots to ensure enemies can't resurrect, but there are many derivations on these setups that can be really effective.
https://berated-bert.github.io/siralim-planner/?b=672c0dc99c92aa1b1b6589c753084fb3e620f079b5d85b9604d044128f48d9529c8b0182a132bff3ee808daa18f7628247b5bc711bb2&s=BR&a=TBOSBMINJDOOCLC&r=_al___ge
This build is designed to kill most things on turn 0 while being VERY hard to kill. The damage it deals also scales with the target's HP, so comparative level becomes pretty much meaningless. You can turn the difficulty all the way up and this build will be just as fast and safe.
On turn 0, Elqor Provokes and triggers a barrage of Fermented Hops spells. You're going to want to equip him with only Fermented Hops for this to work consistently. You will also want to equip the Laughing Wisp with nothing but various Resurrection Spells. The point of Supersonic is to prevent things like Salamanders and Vulpes from slowing you down in normal battles, and Righteous Concession is a countermeasure against Supersonic.
Some of the stuff in here is definitely overkill, so you can play with it to suit your preferences. I guarantee you will blast your way through instability 5 diff 9 with this.
I want to use part of it for something different but wanna keep it in mind for if I ever fully build the Witch Doctor at some point. Your Shambler uses Consecrated Ground as a Trait which I luckily have one Item of but seing as it is a backer trait and I cant farm for it, what relic are you using for the shambler on your witch doctor? after all, it could be a while before I ever see that item drop again
As for the relic I don't like using relics on Turn 0 builds. They slow up the game considerably. Having said that, a bunch of relics could be useful if you want to use them. I'd go for survivability (the NG3 plate thing, bloodseeker, thorn shield, blazefury etc.) Anything that gives stats, resurrections and/or revives is going to be a solid choice. No need for spell stuff and proc-on-hit debuffs or multi-hit/cast.
sorry, terminology, I meant artifact, for the trait slot.
and I have decently working Monk and Siegemaster build that runs through RI5 just fine and for the monk already did most Gods on lvl10 but I wanted to focus on unlocking guilds first before experimenting more when I stumbled upon your build.
so, for the time being I wanted to use the shambler the way you do in case I ever find myself trying your build.
really just need it to get the lvl10 on the God that has a bunch of Minions on everyone, for that it can be naked technically because teh build has proven often enough that if I ever get a turn and the gods dont have a defense mechanism, they blow up.
just want to know how you use it in your build so I can put it aside in case I wanna build your team at some point
The shambler is causing the enemies to have 50% chance of getting hit for blight damage twice every time one of them takes a turn. The consecrated ground is there to protect Friden, Shambler and Gargantuan from minions (like Muse, which you've mentioned).
TBH consecrated ground isn't really terribly important for the build against 99% of the game. It is there mostly because of the muse fight.
I've been working on a better setup (not specifically witch doctor) that is a universal loadout to ascend all specs (except the challenge specs) and ZZZ-mode through everything.
https://berated-bert.github.io/siralim-planner/?b=faf5a1c99c92aa1b1ba132bff3ee8004d0441e24f6702f6a70b5bdfcc3e8098954541bc4d9529c128f488b0182f7628247b5bc711bb2&s=DM&a=TBOFAIFAOREANMN&r=__cr__ge
This is another very over-the-top build. This design is intended to work with Asskicker at level 100, but it can work without that if you make a minor change, which I'll explain later. At the start of battle, Asskicker will cast Infernal Charge on Ameteris Krin, causing it to Attack multiple times. The first time it attacks, it will cast its first equipped spellgem, which should be Unrighteous Fire.
Unrighteous Fire - Caster's Health is set to 1, and enemies take damage equal to 30% of the amount of Health removed.
Krin will cast Unrighteous Fire and its health will be reduced to 1, meaning that it now deals +495% damage (Reign of Pain) and ignores 99% of targets' Defense (Piercing Focus). Unrighteous Fire will be sealed after casting, Krin will attack again, and after attacking will cast Eagle Claws (an ethereal copy of Aeolian's Ultimate spell, gained via Pact of the Gods anointment).
Eagle Claws - Caster Attacks each enemy 2 times, and your creatures gain 10% Speed for each attack. This spell is an Ultimate spell.
Krin unleashes a fury of attacks and will usually reach the cap of 15 actions per turn. Note that because Krin is a Chaos creature, it gained Asmodeus at Start of Battle.
Asmodeus - When Asmodeus' master attacks, it always deals critical damage, cannot be dodged, and damages all other enemies for 50% less damage.
Thanks to Tacos Inflation, Touch of Red and Blitzkrieg, Krin's damage goes up exponentially with every attack. This build will end most fights on turn 0 without any input required from the player. If you don't have Asskicker at level 100 and still want to do something similar, just swap Ameteris Krin out for Mimic and Unstoppable Force for either Chrono Shift or Temporal Anomaly so you can manually cast Unrighteous Fire and then immediately cast Eagle Claws.
The reason I like this build for Demonologist is Renounce the Light.
Renounce the Light - Your creatures cannot gain buffs or minions that are unrelated to this specialization. This perk is always active while your specialization is Demonologist, even if you haven't allocated any Perk Points to it.
This might sound nit picky, but the reason I like this is because my Reign of Pain + Piercing Focus creature won't gain Leeching and start healing himself and dealing less damage. This isn't the first build I've centered around those two traits. The best spec for it is Purgatorian, because a dead creature has 0% current HP by definition, but only a Purgatorian still has full access to their Traits while dead.
only thing I asked is what artifact you use on the shambler. as from what I understand of the Witch Doctor, youur own stats dont matter for the defeating of your enemies, you make them hurt each other so I was unsure if I still use staffs for the spell slot or just Helmets/shields to make the team survive more.
So yeah, either a sword or a shield. Doesn't really matter too much though.