PvP - High DPS Demonologist dps occultism pve pvp sorcery witchcraft
Guide by Navinius Last update at Dec 22nd 2014, 02:59


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PvP - High DPS Demonologist (THIS TEXT IS NOT UPDATED MUCH)

Important
If using this class make sure to start with Occultism so you have Mana stars and not fireball.

Intro
This build is meant for both Open world PvP and 1v1. (Note. The build will most likely change slightly
over time as I learn more and change my play style.) This build works well for group PvP as it has a lot of heavy hitting spells coming from the sorcery tree. This build may also work in 1v1 as it uses the Witchcraft tree which contains a bunch of cc.

Pros
- Heavy Damage (170% Crit Damage with a little over 40% crit rate when all passives activated (not including gear buffs))
- Lots of CC
- Good Support and 1v1

Cons
- Kind of a Glass Cannon (Not durable for taking damage (Although if able to cc you won't have to worry about that as much, but still some class can break and be immune to cc, such as bond breaker skill))
- Can get stunned by melee and rendered useless, thats why you have to immediately try to cc. If you get shadow stepped and stunned by a shadowplay then just
asap and
and
then
(Don't forget to gain distance during your
)

In General
Always have
and
popped before entering combat.

Why Mana Stars and not Fireball or Both?
I prefer Mana Stars as for it does do more damage than Fireball, it doesn't have a cast time, so you're more free to move around. I do realize that Fireball combos a lot with other stuff, but I don't feel those combos are really that usefull. However if you feel differently then go right ahead and use fireball instead of Mana Stars. Also if you are using Fireball or Mana stars I suggest not to use both as they are both filler spells and its a waste to spend a point in both, a point that could be used elsewhere.

1v1
There are different ways to go about PvP and it depends upon your opponent of course. The following info is PvP 1v1 in general.

To start use
then immediately cast
to cc them and combo damage right off the bat.

Gain some distance use

Then use
and then
to combo and snare
OR
and then
to kill them off quickly.

Gain distance again and then wait for
to be at 2 seconds then cast
again.

will do its finishing damage and then
will do some damage.

Then if they are close you can combo snare with


Then you can back up and use
if its cooldown is finished

Then you can use whatever other skills you feel to be right.

Another Good Combination In General is:
then
then
then
then
then
then
then
then
then
then


Basically how this works is you start off with Enervate and Snare and sleep. Then do Meteor Strike to get out damage. Then you hell spear, chain, and bubble trap to get some combo and damage out. Then you use redoubt while they are bubble trapped (so if they are melee so when you do freezing earth and summon wraith and cant move you do more damage.) Then you freezing arrow and earth to combo snare. This snare is unbreakable by damage and last 2.5 seconds, enough time to get out some good damage with summon wraith. Unless they teleport of course in which case wing it and do other combinations

If they ever get to close use
and
to gain distance do about 1k damage and regain 500 mana (about)

More combos include: (Against Melee)
+


The basic purpose of this class is to constantly cc the enemy with the following skills:

and then use 2 - 5 sec cast Damage spells and then
as filler.

And then while they are crowd controlled use a heavy cast spell to do damage.

Another good combo is:
Lassitude
then your heavy 5 sec cast time of Meteor Strike

which will take more than half health in many cases.

Feel free to comment and give me questions and concerns. This build is obviously not perfect
atm. And I am certainly not an expert of the game yet. But I'd love to hear back from you guys. This guide isn't finished and doesn't contain all my knowledge of the class

ALSO NOTE NOT ALL THE COMBOS ARE LISTED IN THE GUIDE, JUST REFER TO THE COMBO LIST ABOVE.