Dual Totem Dual Curse EK Witch level 83 6.1k dps ( Video and Guide )

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Masticust wrote:
Hey,

I had a look over it and the damage potential is really appealing, especially since you can just drop a totem and forget about it. The only problem I have is that it's somewhat squishy, and instead of picking up more health I figured investing in meat shields would be a good idea.

I also dropped the dual curse. I figure that since the killing speed is so fast, having two curses isn't that important. Even on bosses, I would personally give up a curse for more zombies.

I cleaned up the shadow tree side of things. Since as you said the crit damage is so low, there's no point in speccing into it. Instead, I put those points into getting that strength node and the fitness node to the north of the shadow tree. I also got acceleration, just for the +20dex and the other projectile damage node. I also dropped the two elemenal damage and the blaze node from the shadow tree, because the blaze in the witch tree is better (though I didn't get it).

Lastly I made some effort to get dex nodes and a strength node for a total of 50+ more dex and +30 strength so the build isn't as reliant on items for stats.

You could also drop a zombie group to pick up the 3 node nimbleness group for 10% cast speed.

Anyways, this is my personal variation of the build. I'm going to look it over using the downloadable skill tree and get some real numbers to compare to yours, but if it looks good I'll be rolling this witch once I get home.

Let me know what you think
Single Curse Summoner Variation


I am not kinda familiar with summoning zombies stuff but I guess with your build, you will be close to untouchable with the totem killing speed, zombie distraction and damage etc.

As for curses, it is incredibly useful in party. Both Vulnerability and Projectile Damage curses have '' more damage '' mods. On top of that Pw has chance to pierce and knockback. Vulnerability has increased damage over time effects for shock and ignite. I would not ever drop one of them.

Also , you could have took the fire damage nodes at witch area instead of taking int nodes to the left % 5 spell damage nodes. This way you ll save up 1 passive node and take 2x fire nodes.

I didnt spend too much time planning on my build to be honest, the more I spend time looking at passives and considering people's suggestions, the more I feel that my build could have been made better.

Currently, my build is kinda mixed with crit stuff and elemental nodes. I figured out that focusing on pure elemental or pure crit would result better. I dont know which is better yet, have to do some math.
Hey, how about this?

Witch

Got rid of the crit nodes
+20 health
+10% cast speed
+20 dex
+8% projectile damage
+4% fire damage
+12% fire resist

-10% elemental damage
All that crit gone

Not sure if it's an improvement. I don't feel like mathing it out at the moment
Last edited by Masticust#1345 on Feb 25, 2013, 10:59:35 PM
"
Masticust wrote:
Hey, how about this?

Witch

Got rid of the crit nodes
+20 health
+10% cast speed
+20 dex
+8% projectile damage
+4% fire damage
+12% fire resist

-10% elemental damage
All that crit gone

Not sure if it's an improvement. I don't feel like mathing it out at the moment


I made little but essential changes.

95 point

I chose not to take intelligence node path to the left from eldritch battery to get curses.
Instead I chose the path to the left from fire damage nodes and then go up to get the curses.
It has 2 points more than yours but in level 90 , it saves 1 passive point to get %18 fire damage node.

And at level 90 : ( which is reachable i guess ).

level 90


Well, I will aim for this build if elemental wins over crit. Im doing calculations right now :)

If crit wins over elemental :

level 91 crit build

It lacks some cast speed , %32 life node and %15 fire res.


Last edited by zekerferc#6511 on Feb 26, 2013, 12:51:17 AM
Well I have finished calculations.
Although , I am not sure whether my math is %100 accurate or not.
It seems that going critical instead of fire is much more efficient dps-wise. Mostly, because inc fire damage nodes apply only to fire damage. On the other hand, criticals apply physical damage also which is the main portion of damage.

Builds I use in my calculation:

level 90 fire build
level 91 crit build

For fire build, I used a end-game wand with %110 increased spell damage and %15 cast speed and an amulet with %20 spell damage with %10 cast speed. For crit build, I swapped wand to a dagger with %90 spell damage %130 crit for spells and %15 crit multiplier and used an amulet with %20 spell damage and %30 crit chance.



Last edited by zekerferc#6511 on Feb 26, 2013, 2:03:33 AM
Alright. I'm heading to bed now, but tomorrow I'll take another look at the build and see if I can suggest anything else. This time I'll do it with some math as well.
Loving your crit variant. Was thinking something like that.

Since you're already doing the math, would you care to share it? Would like to take a look at how you calculated it exactly. Not to correct you or anything, just to take a look at it.

€:

And about adding summons: I actually think it's a good idea. For solo play it's probably better because you have some protection for your totems. I personally still like double curse, just because it really does make a difference. You can also use Temporal Chains as second curse, which also has some form of protection, even though it's not the same as zombies.
Last edited by Unimatrix#6268 on Feb 26, 2013, 6:53:29 AM
Well, I am not so sure about my calculations, since I feel that I still have a lack of knowledge about damage variants.

My calculations might went horribly wrong, there are too many damage variables to calculate.
And I didn't sleep very well today :) Although , even if i did some mistakes, I still think that crit build yields more dps. Defense-wise elemental build is a bit better.

I also calculated my current dps with my current build and items, the result is 3331 dps which is very close to my tooltip dps. ( I have 3532. ) I think system also calculates burn damage into dps.

Anyway behold a wall of text with numbers :)

Crit Build

Spoiler
First of all this is the total increase of all kinds of dps variables.

%264 spell damage
%80 cast speed
%10 elemental damage
%20 fire damage
%538 critical strike chance
%165 critical strike multiplier

This build will use a dagger with %65 spell damage, %130 increase crit hit chance, %20 increase crit multiplier
An amulet with %14 spell damage, %13 crit strike chance, %9 cast speed.
And Maligaro's Touch

All gems will be level 19 with quality 20 including iron will.

Here's the calculation.

475*-713*(1+2,64+0.37+0.57)*(0.6)= 1285,35-1959,32 (physical damage)
180,5*-270,94*(1+2.64+0.30+0.57+0.37)*(0.6)=528-50-793,31 ( fire damage )
114*-171,12*(1+2.64+0.10+0.57+0.37)= 320,11-480,50 ( cold damage )
= 2133,96-3072,74 ( total damage )
5*6,38=31,9 ( critical hit chance )
150*(1+1.65)=397,5 ( critical strike multiplier )
1.8 ( casts per second )
8482,49-12214,14 ( damage if critical )
2133,96*0,681 + 8482,49*0,319 - 3072,74*0.681 + 12214,14*0.319
=4159,13-5988,94 ( dps with critical,without cast speed)
4159,13*1.8 - 5988,94*1.8 = 7486,43 - 10780,092
dps is 9133,26


Fire Elemental Build

Spoiler
%315 spell damage
%108 cast speed
%30 critical strike chance
%150 critical strike multiplier
%20 elemental damage
%80 fire damage
%228 hp

This build will use a %110 spell damage %15 cast speed wand.
Amulet with %20 spell damage, %10 cast speed , %10 fire damage.
2x Rings with %6 cast speed, %10 fire damage.
And my current gloves.

All gems are level 19 with quality 20 including Iron Will.

Here's the calculation:

475*-713*(1+3.15+0.37+0.57)*(0.6)=1450,65-2177,502(physical damage)
180,5*-270,94*(1+3.15+0.37+0.57+1)*(0.6)=659,54-990,01 (fire damage)
114*-171,12*(1+3.15+0.37+0.57+0.80)*(0.6)=402,87-604,73 (cold damage)
= 2513,06-3772,24 ( total damage )
5*1.30=6.5 ( critical strike chance )
150*(1)=150 ( critical strike multiplier )
2.08 ( casts per second )
3769,59-5658,36 (damage if critical)
2513,06*0.935 + 3769,59*0,065 - 3772,24*0.935 + 5658,36*0.065=
2594,73-3894,83 ( dps with critical,without cast speed )
2594,73*2.08 - 3894,83*2.08 = 5397,03-8101,24
dps is 6749,13
Thanks for sharing, looks ok.

It's notation isn't exactly on a scientific level but what are you going to expect, right? :P

I got all of it, except what 0.37 and 0.57 represent in your summation of the base dmg multiplier.

Assuming those numbers are correct it seems solid to me.

And it shows how vastly superior the crit variant is.

Since I always wanted to play an EK build based on crit, but never dared to because of the oneshotting-myself-thing, this would play right into my hand. Love it.
"
Unimatrix wrote:
Thanks for sharing, looks ok.

It's notation isn't exactly on a scientific level but what are you going to expect, right? :P

I got all of it, except what 0.37 and 0.57 represent in your summation of the base dmg multiplier.

Assuming those numbers are correct it seems solid to me.

And it shows how vastly superior the crit variant is.

Since I always wanted to play an EK build based on crit, but never dared to because of the oneshotting-myself-thing, this would play right into my hand. Love it.


Considering that I never practiced math since high school, I think I did well :)

0.37 represents increase physical damage.
0.25 comes from the magnate belt.0.12 comes from oak bandit reward.
0.57 represents projectile damage. 0.24 comes from projectile damage through passives.0.15 comes from q20 ethereal knives.Another %18 comes from faster projectiles.
Well then, I'd say you thought of it all.

Thanks for clarifying.

Makes sense to me.

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