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Friday, March 21, 2014

Level 65 Witchdoctor 1v1 PvP Guide

     Hello! Today I'm going to talk about how to succeed in PvP as a high level Witchdoctor.


     The witchdoctor class has a large arsenal of moves in which they can choose from to play in combat, some useless, some quite useful. The thing to know, is what gear to use, the companions and their traits, and how to use the powers strategically.

Training Points

     Spend your practice points in privateer up to elusive 2. Once you're done with that, train in swashbuckler up to fast 2. With these, you'll find yourself with extra dodge, extra movement, and extra damage.
     Once elusive activates for your witchdoctor, you should be able to move almost the entire board in a single turn!

Gear

  • Hat - Corrupted Wushi's Hat - dropped from the upper floors of Moo Manchu's tower.
  • Outfit - Swami's Frock or Conqueroo's Outfit  - dropped by Bishop or redeemed from the hoodoo bundle.


  • Boots - The Shoes of Houdini or Corrupted Wushi's Sandals - dropped by Bishop or upper Moo Manchu Tower floors.

  • Weapon - Moo Manchu's Wand - dropped by Moo Manchu. (It's range of 6 and Coward's Bane ability is extremely useful in PvP.)
    Credit for the picture goes to Alura Silverdust.
  • Accessory - Eyepatch Of Recuperation - dropped by Purcy Alley.
  • Totem - Eyeglass Of Reverance or Talisman of Moo Manchu - dropped by Tyler, the Nefarious 5, or Moo Manchu (tower version).




















  • Charm - Right Hand Amulet - dropped by The Nefarious Five or Moo Manchu (tower version).

  • Ring - Wrangler's Ring or Brain Thief Loop - dropped by Johnny Ringo or Nefarious 5/Moo Manchu (tower version).

  • Credit for the picture goes to Johnathan Nightingale
  •  Pet - Any pet that: has Charming Gaze, grants Elusive, grants extra health, grants/may cast a heal, grants a usable buff, grants jobu's kiss or has a combination of them.

Powers

I have set up my powers like the pictures shown below. It allows easy access to buffs, heals, and the most important attacks. The least important powers or the powers that'll come later in the match are in the back, so they don't show up very often.


A couple of notes:
  • Chain Lightning isn't very reliable, therefore, it's near the end.
  • Gunnery is moved to the end due to it's lack of damage. It used to be an important power to unveil hidden units, but that was changed with an update.

 Strategy, Small Tips, and Hints

  • Buff up at the very beginning of the fight. Get at least 2-3 buffs on each companion before sending them into the fight.
  • Stay close to your companions so you can heal them if their health gets low.
  • When using any spell that's a 3x3 square such as Mojo Storm or Jobu's Embrace, if there's more than 1 spot to hit the same amount of units, pick the spot that has the middle point on the unit that is more threatening. This way, you'll use mojo echo on them leading to a quicker death.
  • Charm is a nice tool to use, but you have to learn to time it right. For example, if you can charm your opponent's musketeer companion and get it to hit their Nausica or a different companion with true grit, they'll be in for a big punch.
  • Use reduce mojo moves like Ocuboros, Eye Swarm, and Evil Eye to effectively prevent healing lower the power of your opponent's witchdoctor powers.
  • Minions are useful as distracting tools, especially Stygian Chorus.
  • Don't always just think of what you're going to do; think of how the opponent will react.
  • You can use the Widow's Touch ability to slow opponents down to where they can only move 1 box at a time. This can buy you time to kill melee units without them touching you.

That's all for this guide. Good luck, and fair sailing, pirates!

~Fishy Kyle

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