Hi all. I’m trying out a DEE WH build, which is pretty fun so far, but I always have trouble deciding on weapons because I never quite know what to prioritize. So I would appreciate advice on which of these two (if either) greens are better than the Hound’s Bite sword. You can ignore the dagger in the middle, because that one seems too good to give up right now.
Also, any suggestions on what to look for/prioritize so I can make these decisions myself would be appreciated!
Thanks!
Edit: My thinking is that both greens are better in terms of stats, but the granted skill of Hound’s Bite seems too strong to give up.
Edit 2: Another possibility just emerged: the Manticore Longsword you get as a quest reward from the BL guy in Pine Barrens. Again, it seems overall better except for that granted ability on Hound’s Bite (which currently gives me a 10% chance of nearly 2000 Poison over 6 seconds!).
No idea. I’m doing an poison occultists right now too. Not super clear on the mechanics but if that 66 and 70 percent applies to all vitality and poison damage and you are already heavily invested in the two I think it wins hands down, unless there is some kind of cap on % increases. For my occultist that would be a dream right now, 70% more dung for every poop flung.
For myself trying to do pure acid/poison right now they are great. 24% increase in poison and 1100 or so dot for 5 seconds from the spell and a 25% slow on the target. I have not found better pants for the build yet. Last ones were some weak magic ones, i just haven’t rolled many pants this run. Im still noob though and haven’t made it through the first difficulty and i don’t know what i could find that might be better.
I felt the same way when i first found the pants but they fit the need too well at the moment.
Oh, but of the other two…10 percent chance on attack really seems more like 90 in practice, and if you are using Dreggs Eye, then yeah, your Hounds Bite is the winner. I think I have that too, I need to see if i can use it yet. But the green with lots of % damage is only good if you have your damage spread around like that. The one with P. Nova would be great if you were doing lots of close up fighting. My thinking as a caster is to not let them get close enough for a close range area blast to proc. If they get that close in large enough numbers for it to be worth anything I am already dead.
Is it melee or caster?(NM, DEE…) In spite of the name i haven’t played a witch hunter yet. Would seem more caster to me, and in spite of the claim you can build anyway you want it really seems to me you are gimping your guy unless you pick the specific set of skills from one class to maxmize the skills from the other when it comes to damage. There are some abilities in each class that would seem almost obligatory when dual classing with certain others. Thats my main gripe about the Occultist, he doesn’t seem to have a stand alone skill set, too many damage types spread too thin that don’t support each other, almost like its purpose is to give the other classes a branch into other damage types. This Acid/Venomancer is fun but it seems terminal as a pure build, there is just nothing to support it in the skill set except Dreggs Eye and the regen buff. A poison summon would be nice. I do have an amulet that grants Blighted Riftscourge summon, and there are spammable poop pants and Poision bombs so maybe it will work, maybe its just going to be item dependent.
It’s a bit of a mix of melee and caster. I Shadow Strike into a group of enemies, so I’m not always hanging back.
And yeah, a big skill to use is Dreeg’s Infinite Gaze from the component Mark of Dreeg. It’s an awesome attack. There’s also a skill from a relic, but you don’t get it until level 70.
In theory, I’m not a big fan of item-dependent builds, but this one is going pretty smoothly for the most part. I would imagine without the component, though, it wouldn’t kill as fast.
Edit: for DEE don’t worry about your weapon too much; you should be able to melt (almost) everything for awhile if you’re building around DEE properly. (If this was a melee build, Hound’s Bite would be better though.)
Only for the ability. DEE is so fast it will proc every few seconds. I practically am melting most things, that ability will put some nice stank on my stink eye.
From my understanding %Chance on Attack abilities can proc with any attack or ability. It’s a character ability not an item specific ability. With the rate of DEE fire and 1 in 10 activating that ability, its basically and additional “Poison Rain” buff added to DEE.
Update: I just tested it on the dummies. The animation is subtle. It does seem to proc with dreggs if you are in Melee range but not when you are far back. It is an attack with the weapon and not an effect added to the attack, so it does not really help my guy any, but it will proc from Dreggs.
Slowly. When the ability goes off it will do a very subtle attack animation. If you wail on the dummies with Dreggs it is easy to miss since the poison effects are the same from both abilities.