I did a slight tweak, I think it's a lot better. This will probably be my lv 25 build. I really like the passive resists, as staff damage is a big factor toward higher levels I hear. Although later as I think about this more I might take a point out of Life Drain and put it into Shackles. Crowd Control is really important I think.
(3/5) Attune. * [Select up to 3 targets (friendly and enemy) at once]
(1/5) Poke. * [CD 5s]
(0/5) Swarm. * [CD 12s] (High cost, short CD)
(5/5) Heal. * [CD 10s]
(1/5) Curse. * [CD 30s]
(0/5) Scorch. * [CD 25s] (Poor Damage, Long CD, High Cost)
(1/5) Cure. * [CD 30s] (Long CD, but very useful as a backup heal.)
(4/5) Grave Shackles. * (need CD info) [Worth every point]
(5/5) Life Drain. * [CD 30s]
--Passive Effects--
(0/5) Focus. * [+40 Voodoo]
(5/5) Spirit Ward. * [+10% Resistance]
I think Poke/Life Drain is all you need in this tree for damage. Swarm is very expensive, and the CD is really short. This means that if you go this route you're going to run out of Voodoo quickly if you keep it on CD. Right now I'm only lv 8 with the Doll and I was kiting two lv 20+ Veterans at once in Theives Den yesterday with R1 Poke and having no problem. I can stay at routhly 90% Voodoo Healing someone else nearby and keeping Poke on cooldown. Curse is very high Voodoo cost as well, so if you plan on keeping that on your enemy you will need Voodoo reserves, those won't be available with a Swarm build.
Basically what can happen here is one can over burden your Voodoo supply. Imagine that you are in a fight and you use all of these high cost Hexes really often, Grave Shackles to keep some control of the situation, Curse to boost that damage, all of a sudden your Voodoo is half way gone and you just started the fight! If you swarm a few times your Voodoo is completely gone, but if you use Poke steadily that Voodoo level will maintain and even recover. This gives you the ability to sustain. Sustaining Health isn't that big of a problem because of Life Drain and potions, but Voodoo is relatively scarce. You have to find a balance if you are going to sustain.
So, with this build I think one can easily outlast an opponent who drains himself quickly. Resists for Survivability vs. Casters. Shackles for Crowd Control. Life Drain for Health Recovery, Poke to just nibble away until you wear them out.
Thoughts?
Quote:
Originally Posted by TobiasOhawk
(1/5) Swarm. (Again 1 point by default and no reason to spend any more)
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Actually, you aren't forced to put a point into Swarm. I have none and I'm keeping it that way.
Quote:
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(0/5) Spirit Ward. (I'm not sure about this one, I have it maxed on Tobias but any doll wielding enemy can be neutralised very easily so it's only use may be in PvP which I haven't tried yet.)
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If the MMO trend holds, these kinds if mitigation passives will become extremely coveted as new content is released. I'm going to max this for my toon.
I'm curious about what benefit you think you get from 5/5 Cure? What makes it worth more than 1 point?