Rating
+188

2.4 Raiment of the Jade Harvester

Regular
Hybrid
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Skills

  • Locust Swarm Cloud of Insects
  • Haunt Poisoned Spirit
  • Piranhas Piranhado
  • Soul Harvest Siphon
  • Spirit Walk Jaunt
  • Horrify Frightening Aspect
  • Grave Injustice
  • Swampland Attunement
  • Confidence Ritual
  • Creeping Death

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Bane of the Stricken
    • Esoteric Alteration

Kanai's Cube

  • The Furnace
  • Quetzalcoatl
  • Ring of Emptiness

Skills

Locust Swarm: Open with this to aggro a bunch of mobs.
Haunt: Apply this to as many mobs as possible. This is your main source of Damage. Spam this on the Rift Guardian.
Piranhas: Use this just before Soul Harvest to group up the mobs.
Soul Harvest: Cast this on a group of mobs to consume the DoT and deal massive damage.
Spirit Walk: Breaks any form of Disable (Jailer, Frozen, Slowed) and makes you immune to damage. Use this to get in and/or out without taking damage.
Horrify: Use this on groups of enemies to disable them for a short duration. Helps to escape without taking damage. Also provides a large toughness boost with the bonus armor.

Passives

Creeping Death: will enhance our DoTs by making them last a very long time. (3600 seconds)
Swampland Attunement: grants solid damage reduction that scales off density.
Confidence Ritual: is taken for the pure boost in damage, you'll be up close when you deal damage anyway.
Grave Injustice: gives cooldown reduction, health and mana on kill... it's a really good passive.

If using Hellfire: Spirit Vessel

Items

Raiment of the Jade Harvester: This is the set that this build is focused on. We need every piece of the set except for the Helm.
Quetzacoatl: The legendary effect of this helm will effectively cause our DoTs to deal double damage.
Sacred Harvester: Increases our Soul harvest stacks to 10 which gives us more damage and survivability.
Lakumba's Ornament: The damage reduction is huge and will become mandatory in higher level rifts.
Ring of Emptiness: Everything should be affected by both your Locust Swam and your Haunt so this is a huge damage boost with 100% up-time.

Gems

Bane of the Trapped - Great damage focused gem. You have multiple control-impairing effects to make full use of this gem (Haunt, Piranhas, Horrify) and since you'll be up close anyway it'll proc itself. Use it!
Bane of the Stricken - This build slows down a bit when facing the Rift Guardian. This gem will speed up the fight and help you close it out.
Esoteric Alteration - Useful damage mitigation. You'll need it for higher level rifts.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Critical Hit Damage
Critical Hit Chance
Attack Speed

Defense

Armor
Resist All
Life
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Area Damage
Gold Find

Core

Max out movement speed until you reach the cap and then put the rest into Int. If you're having trouble surviving you can try out Vit but as they say "The best defense is a good offense". You should have at least 400,000 Life so keep that in mind.

Offense

Max Cooldown Reduction to get more frequent Soul Harvests. Critical Hit Damage and Critical Hit Chance can be taken in whichever order you need. Attack speed is not really required, so pick it up after.

Defense

Witch Doctors have a high amount of Resist All from their high Intelligence. You will have a lack of Armor though so it will give you a high boost to your Toughness. Resist All is still useful so that is the next priority. Life is less desired because it requires a larger amount of Healing to fill back up. Life Regen is fine if you prefer.

Utility

This is really up to you, I prefer resource Cost Reduction because of how much Locust Swarm costs and allows me to be a bit more reckless with mana. Life on Hit and Area Damage are both good. Take Gold Find if you're not doing Greater Rifts.

Build Guide

http://www.d3planner.com/411918554

Overview

To play this build you will want to aggro a bunch of enemies with Locust Swarm and Haunt, we can then cast Piranhado to group them all up and then cast Soul Harvest to deal massive damage. Spirit Walk can be used to get in and out of dangerous areas in order to cast Soul Harvest. Horrify should be cast whenever possible for the boost in survivability it gives.


Wormwood vs Furnace (in the Cube)

Use the Wormwood if you are lazy (like me) and use the Furnace if you are pushing higher Grifts.


Why don't you use The Compass Rose & The Traveler's Pledge

This build doesn't really utilize the damage portion of this set. You never really stop moving long enough for it to work. While the damage mitigation is good, it's not essential. A well rolled Hellfire amulet and a Unity is a great alternative for running Solo and even a Poison Stone of Jordan is viable. Try different things to see what gives the best bonus.


How does Quetzalcoatl work?

Quetzalcoatl: Locust Swarm and Haunt now deal their damage in half of the normal duration.

Say your Haunt deals 1000 damage over 10 seconds. What Quetzalcoatl will do is make your Haunt deal 1000 damage over 5 seconds.

Damage done in 10 seconds without Quetzalcoatl = 1000. Damage Per Second = 1000/10 = 100
Damage done in 5 seconds with Quetzalcoatl = 1000. Damage Per Second = 1000/5 = 200

With Creeping Death, Haunt will last 3600 seconds (or 60 minutes). Add Quetzalcoatl and it'll make Haunt deal the same damage except over 1800 seconds (or 30 minutes). Add the Jade 6pc to deal 150 seconds worth of Haunt damage instantly and we get the following:

Without Quetz: 100 DPS x 150 seconds = 15000
With Quetz: 200 DPS x 150 seconds = 30000


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Disclaimer: All builds are Work in Progress. Please comment with suggestions for improvement.


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