A witch doctor is originally a type of healer who treated ailments believed to be caused by witchcraft. The term witch doctor is sometimes used to refer to healers, particularly in the region of Old Vailia, who use traditional healing rather than contemporary medicine. In monks' societies, "witch doctor" is sometimes used derisively to refer to a warrior who hates magic and witchcraft which is not done by kith. this monk absolutley loathes all forms of non kith casters like Pŵgras, Ogre Druids, Vithracks, Cean Gŵlas and so on and tries to purge them from the face of Eora as fast as possible.
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The Witch Doctor
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Difficulty: PotD v. 3.02
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Class: Monk
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Race: Boreal Dwarf
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Background: The Living Lands - Explorer
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Stats:
MIG: 21
CON: 10
DEX: 16
PER: 10
INT: 18
RES: 03
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Skills: Stealth 4, Athl. 7, Lore 8, Mech. 0, Surv. 10
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Talents (a=auto, r=recommended, !=important)
Weapon Focus: Peasant
Two Weapon Style
Lightning Strikes ®
Ghost Hunter ®
Beast Slayer ®
Wilder Hunter ®
Primal Bane ®
Apprentice's Sneak Attack
Abilities
Hunter's Instincts (a)
Transcendent Suffering 4 (a)
The Long Pain (!)
Torment's Reach (!)
Swift Strikes ®
Force of Anguish (!)
Skyward Kick ®
Stunning Blow ®
Second Whind (a)
Knock Down (a - Girdle of the Driving Wave)
Long Stride
Flagellanth's Path or Resonant Touch
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Items (*=additional echantments by me; !=important, r=recommended):
Weapon set 1: Fists/The Long Pain
Weapon Set 2: Danulya & Irfarn Byrngar's Solace
Boots: Echoing Misery
Head: Maegfolc Skull
Armor: Maneha's Armor (*Durgan Reinforced, INT+2, Slash-Proofed)
Neck: Cloak of the Frozen Hunt
Belt: Girdle of the Driving Wave
Rings: Ring of Thorns, Bartender's Ring
Hands: Gauntlets of Swift Action or Mourning Gloves or Blood Testment
Quick slots: Scroll(s) of Tanglefoot, Binding Web, Plague of Insects, Prayer against Restraint
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After "The Long Pain" was introduced to the game I thought that soon there would pop up some builds around that in this forum. But until today, I saw none specific build. Nerdcommando did a video about this, but it had some errors and didn't point out some of the most amazing features of The Long Pain. So I went out and did some testing to verify what works with this awesome abilitiy and what doesn't. Here are my results and the character I build around that. But first of all I have to explain an important fact: The Long Pain is considered a dual wielded ranged weapon - but for whatever reason it also works with most (not all) melee abilities. This allows for some crazy and relaly powerful combinations, have a look:
What abilities, talents and items work/don't work with The Long Pain?
Abilities:
+ Swift Strikes (makes flying fists hit faster)
+ Stunning Punch (stunning at a range of 12m without using wounds? Aweseome! Also: Full Attack!)
+ Skyward Kick (like above, but only Primary Attack - still good when you have no wounds left and want to take somebody out of the game fast)
+ Force of Anguish (pushing enemies away - but keep on hitting them at a distance. So much fun!)
+ Knock Down (from the Girdle of the Driving Wave; works like in melee but at 12m range. Only primary attack, but +20% damage!)
+ Torment's Reach (it's so easy to hit a lot of enemies when you stay in the back row, firing off Full Attacks(!) that do great AoE damage - this is the most powerful thing you can combine with The Long Pain - however, you need wounds)
+ Flagellanth's Path (like with fists - range 10m - but great to escape a mob - works even if you're stuck)
- Enervating Blows (don't work with The Long Pain)
- Turning Wheel (no fire damage gets added)
Talents:
+ Lightning Strikes (+25% shock damage - since the base damage of The Long Pain is very high, this is awesome)
+ Two Weapon Style (The Long Pain is considered dual wielding - you get faster with this, tested and confirmed)
+ Weapon Focus Peasant (and I guess every other weapon focus, too, because The Long Pain is "universal" as all the other summoned weapons)
+ Marksman
+ Runner's Wounding Shot
+ Envenomed Strike
+ Apprentice's Sneak Attack
+ All the hater talents like Primal Bane and so on
+ Penetrating Shot (but I think with that high damage per hit speed is more important than 5 DR bypass)
- Savage Attack (no damage added, no ACC malus)
- Dangerous Implement (nope - but worth a try )
Items:
+ Blood Testament (will add raw damage per wound - but you will spend your wounds fast)
+ all items that spped you up like Gauntlets of Swift Action or Mourning Gloves
+ Bartender's Ring (20% more damage against vessels and spirits)
+ Archer's Gloves or Cloak of the Frozen Hunt (+10% damage)
- Sandals of the Forgotten Friar (although titled unarmed, those sadly don't work with The Long Pain)
Genereal thoughts:
As usual a monk doesn't have many things that can boost ranged damage besides MIG, Archer's Gloves, Lightning Strikes and the hater talents. The Long Pain have enormous base damage and you want to add as many dmg modifiers as you can get to squeeze the most out of them. So maxed MIG sounds good. At the same time you want to have them as long as possible, so high INT is also good. High INT is also great for the cone of Torment's Reach and for all the disabling stuff you can have - like from Force of Anguish and Stunning Blows and so on.
Because of this I took all the hater talents except Sanctifier - because you will also have St. Ydwen's Redeemer in your party and maybe also a priest. Those are great against vessels so we can skip Sanctifier. Talent points are scarce. And there's also the Bartender's Ring which gives us +20% against vessels anyway.
I didn't take Marksman because most of the time I was not fighting at max range. In fact I was running around a lot and fought at melee or mid range most of the time. Standing right behind the front line, intercepting rushing enemies, catching some wounds or just running past some mobs in order to eat disengagement attacks for wounds before firing at the enemy spellcasters with the Long Pain. Also, with the camping bonuses I didn't feel the need for +5 ACC. The Long Pain also has a huge ACC bonus that seems to scale with level. At lvl 16 they have +20 ACC.
I chose boreal dwarv as race because of the same reason: I wasn't doing ranged combat exclusively, so it felt like a waste to take wood elf. +15 ACC against two creature groups seemed to be better.
I chose the second weapon setup because the shield, combined with the Ring of Thorns, gives you +100 to all defenses when you are prone or stunned. THis can be a lifesaver when you get cc'd and surrounded. Just switch to the second weapon set then and you get nearly untouchable. Once the cc effect wears off, use Force of Anguish to break free. Flagellanth's Path is also good for this. I didn't take it but I consider it a better choice than Resonant Touch actually.
Damage, ACC and Speed:
The Long Pain's base damage is 24-36 at lvl 16. I can add +10% from the Cloak of the Frozen Hunt (or Archer's Gloves) and also +42% from 24 MIG. The result is 37-55 crush damage against every enemy I meet.
When I add the hater talents, it's another +25% against all enemies except kith and vessels. Now add the Bartender's Ring with +20% against spirits and vessels. Apprentice's Sneak Attack will add +15% from time to time.
My ACC will get boosted by my racial ability (+15 against wilder and primordial), Weapon Focus (+6), the Long Pain itself (+20) and by resting bonuses (+15, not kith) as well as the cloak (+6 against beasts).
So my damage and ACC bonuses would look like this:
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Wilder: +77% (42-64), +92% with Appr. Sneak; +56 ACC
Primordial: +77% (42-64), +92% with Appr. Sneak; +56 ACC
Spirit: +97% (47-71), +112% with Appr. Sneak; +41 ACC
Vessel: +72 (41-62), +87% with Appr. Sneak; +41 ACC
Beast: +77% (42-64), +92% with Appr. Sneak; +47 ACC
Kith: +52% (37-55), +67% with Appr. Sneak; +26 ACC (here you could use to use the bonus damage against flanked targets)
On top of that, add +25% shock damage with Lightning Strikes... so much damage...
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With Mourning Gloves or Gauntlets of Swift Action and Two Weapon Style, combined with Swift Strikes you can reach 0 recovery. So imagine very fast hits at 12 m range with more than 50 damage. It's like a gunshot from an arquebus, but with 0 recovery - you're basically a gatling gun.
Now add the fact that you can do Full Attacks with Stunning Blows and Torment's Reach and it really gets ridiculous. If you have wounds and are at range - just use Torment's Reach - Full Attacks with a huge AoE at 0 recovery against a horde of enemies (also debuffing them) is pure fun. I never - really never - saw anything that powerful in my entire PoE "career". Too bad it only works as long you have some wounds left. But your auto-attacks are also pure destruction.
CC:
I also put together all the CC abilities a monk can have. Because the all work at range you now have a perfect disabler. Another reason is you just don't need all the other defensive stuff at all. You are not a pore front liner like most other monks - you just go in, get some wounds and retreat in order to summon the Long Pain and the start the gatling gun. So who need Crucible of Suffering and stuff? Some othjer things like Enervating Blows and Turning Wheel don't even work, so all is left are those CC things - and the synergy is perfect. Not only is this guy a dps monster when he has lots of sounds - he also can CC when he hasn't any: 2 Stunniung Blows, 2 Skyward Kicks, 1 Knockdown - all without wounds at range with The Long Pain - awesome! And it also triggers Apprentice's Sneak Attack.
Theme:
I wanted high MIG and the Skull is best for this. Unbending is also good because you want to get hit from time to time in order to get wounds (but you can also shoot this monk in the back to get them of course) and Unbening prevents a knockout when you get surrounded. Together with Maneha's Armor your char will look like a Witch Doctor from Diablo and so I chose this theme. The Mourning Gloves and Unbending work quite well togeher with the armor and high MIG by the way. You will get healed by ~27 points each time you kill an enemy - which was enough for my "non-frontliner" playstyle. Unbending will do more healing. And it all looks funny of course. I added some druidic scrolls which fit into the theme and are also great for CC - Binding Web for example stop the enemies from chasing you. This can happen if you're out of CC attacks for the moment.
All in all this is a very powerful combination of DPS and CC. When you let per-rest spells aside, I think this is one of the most powerful dps/cc combinations you can build at the moment. Because you don't have to move at all while you send them all to the ground or hit them with mighty force. And this guy's also not too flimsy.
Another good thing is that all the abilities and talents also work with your normal fists. So you're never helpless even if you didn't have time or wounds to summon your Long Pain.
Thanks for your time! I'm looking forward to reading your comments.
edit: Whoo! Tons of typos! Will fix that later...
Added Pen. Shot to the list of talents.