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Trinity - Witch Doctor Class

Hey giles we need combat combo like spirit walk + soul harvest?

Oh and also spirit walk as the final defensive mech for WD needs tweaking like it should behave like avoidance or back out abit at x- distance and resume fighting from a far
 
Just want to let you know that this latest update for WD has been fucking AMAZING.

Thank you so much Moley and Giles.

It's GREAT as is - and if you do a few minor tweaks (spirit walk + soul harvest, better kiting, etc) then I don't see a need to ever make an update again. So incredibly good!!!!!!

Thanks guys!
 
Just want to let you know that this latest update for WD has been fucking AMAZING.

Thank you so much Moley and Giles.

It's GREAT as is - and if you do a few minor tweaks (spirit walk + soul harvest, better kiting, etc) then I don't see a need to ever make an update again. So incredibly good!!!!!!

Thanks guys!

What build you have? are you farming act3 inferno?
 
What build you have? are you farming act3 inferno?

Acid Spam build with Jaunt and spirit vessel instead of VQ

Farming A3 inferno 95% of the time ( I mix it up)

dying about 2-4x per hr; 150-200k gold/hr

I have only decent gear (cost about 90million or so)
 
Acid Spam build with Jaunt and spirit vessel instead of VQ

Farming A3 inferno 95% of the time ( I mix it up)

dying about 2-4x per hr; 150-200k gold/hr

I have only decent gear (cost about 90million or so)

Thank you.

I have decent gear me too and this build and same dying rate per hr.
I was curious because..
I am looking how make the bot less dying. I have 950 loh I dont know if I have more like 1500-2000 loh I will less dying?
 
I do A3 Acid spam with 1700+ LOH, 1-hand and shield. I only die from two things:

I get two nasty packs at once.
I get "stuck in a corner" and stop fighting back when trying to avoid stuff (usually arcane and/or ice balls).

Alot of LOH and HP is the way to go if you don't like dieing.
 
out of curiosity, those who do have a witch doctor, do you also have a barb? If you do can the witch doctor even keep up with the barb?
 
I have 2 barbs (1ww, 1tank rend build) and a wd. I find that the ww barb does clear things faster but not by much maybe 3mins faster per game. However my wd kills more monsters in the run. Tank barb is about 2 mins slower than the wd, all have about 60m into them for gear.


Also big thank you to Giles and Moley for the WD improvements... amazing work on getting WD to where it is nowdays.
 
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out of curiosity, those who do have a witch doctor, do you also have a barb? If you do can the witch doctor even keep up with the barb?

I have a WD and a Barb which i recently changed to WW. The WD has much better gear (112K dps vs 68K on the barb) and is about 5-10 mins faster over a run. Given the same gear the WW barb would be faster. The WW Barb also gets more drops which is interesting.... although it is paragon 86 vs paragon 38 on the WD
 
I have a WD and a Barb which i recently changed to WW. The WD has much better gear (112K dps vs 68K on the barb) and is about 5-10 mins faster over a run. Given the same gear the WW barb would be faster. The WW Barb also gets more drops which is interesting.... although it is paragon 86 vs paragon 38 on the WD

Benji, i have noticed similar with a WW barb.... I can't work out why...barb just seems to get more gear drops with less MF.
 
Changing iPlayerOwnedZombieDog <= 1 to iPlayerOwnedZombieDog < 4 shouldnt make it summon ZD's when theres only 3, 2, 1 or 0?

If i am right, it's not working...
 
Changing iPlayerOwnedZombieDog <= 1 to iPlayerOwnedZombieDog < 4 shouldnt make it summon ZD's when theres only 3, 2, 1 or 0?

If i am right, it's not working...
Code:
                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Try that
 
Code:
                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Try that


Hmm... now it casts everytime the skill is ready to be recasted or he keeps recasting it unstoppable (not sure), no matter how many dogs u have. Is there a way to make it cast only when there are 3 dogs or less and when the skill is ready to be recasted?
 
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Hmm... now it casts everytime the skill is ready to be recasted or he keeps recasting it unstoppable (not sure), no matter how many dogs u have. Is there a way to make it cast only when there are 3 dogs or less and when the skill is ready to be recasted?


Are you deleting your compiled assemblies folder? what version of trinty?

The above code works fine for me. only casts when one dog or less, this is used to facilitate advance use of Sacrifice

I will look at it later... have a few ideas
 
Are you deleting your compiled assemblies folder? what version of trinty?

The above code works fine for me. only casts when one dog or less, this is used to facilitate advance use of Sacrifice

I will look at it later... have a few ideas

Oh... Nope, i havent deleted the compiled assemblies folder after changing it. Lemme try and ill reply

Trinity 1.6.2 with latest db build
 
Code:
                 // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 3
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog < 3)) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Try this
 
i've changed it to <= 3 and it is still casting with 4 dogs.

heres the entire code:
if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 3 &&
PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
{
return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
}
 
With closed DB i edited it, deleted the compiled assembles folder, restarted DB, but still casting with 4 dogs

Code:
                 // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 3
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog < 3)) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Try this
 
Last edited:
With closed DB i edited it, deleted the compiled assembles folder, restarted DB, but still casting with 4 dogs

Code:
                    if (hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && hashZombie.Contains(tmp_iThisActorSNO))

Code:
                    if (hashZombie.Contains(tmp_iThisActorSNO))

to this, give it a shot, at this point i think it may be a D3/DB error, misreading the count
 
Code:
                    if (hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && hashZombie.Contains(tmp_iThisActorSNO))

Code:
                    if (hashZombie.Contains(tmp_iThisActorSNO))

to this, give it a shot, at this point i think it may be a D3/DB error, misreading the count

Still casting the skill with 4 dogs
 
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