Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Itemisation & Gems
Let me first state that I choose INT on all items wherever possible, however it doesn't really matter if you gain STR or DEX on any items as it will be just as good.
Head: Tiklandian Visage - The secondary stat on this item is essential to this build.
Shoulders: Born's Privilege - Used for the 3-set Bonus (10% Cooldown Reduction).
Neck: Xephirian Amulet - Required to survive against Electrified affix.
Torso: Born's Frozen Soul - Used for the 3-set Bonus (10% Cooldown Reduction).
Wrists: My personal preference is Nemesis Bracers. This is because they are very situational, but can allow you to group an existing elite pack close to a pylon and spawn an additional one on top of it. However Strongarm Bracers & Krelm's Buff Bracers are also a viable choice.
Hands: ST. Archews Gage - Use whatever hands you have got with the Stats Critical Hit Chance, Cooldown Reduction, Vitality and INT/DEX/STR
Waist: Blackthorne's Notched Belt - Used for 4-set Bonus (Immunity to Desecrator, Molten, and Plagued)
Legs: Blackthorne's Jousting Mail - Used for 4-set Bonus (Immunity to Desecrator, Molten, and Plagued)
Feet: Blackthorne's Spurs - Used for 4-set Bonus (Immunity to Desecrator, Molten, and Plagued)
Rings: Ring of Royal Grandeur used to reach the 3 and 4 set bonuses.
Rechel's Ring of Larceny provides movement speed for more fluid gameplay.
Weapon: Solanium - Used to spawn Health Globes, and grants Demon Hunter's resources (with Reapers Wraps equipped) which provides a HUGE Damage Buff!!! Offhand: Thing of the Deep -Enables you to pickup health globes with minimal movement (minimize the risk of breaking the control you have over Mobs/Elite Packs.
Legendary Gems:
Bane of the Trapped: Provides the Slow debuff to activate Demon Hunter's Cull the Weak passive.
Gem of Efficacious toxin: 10% damage buff for your party.
Optional:
Pain Enhancer: Grants attack speed and may procc additional Health globes (will update once confirmed).
Gokok of Swiftness: Grants Attack speed and Cooldown reduction.
Paragon Priorities
Core
Movement Speed
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Vitality
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Primary Stat
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Maximum Resource
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Offense
Cooldown Reduction
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Critical Hit Chance
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Attack Speed
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Critical Hit Damage
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Defense
Armor
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Life
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Resist All
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Life Regeneration
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Utility
Life on Hit
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Resource Cost Reduction
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Gold Find
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Area Damage
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Paragon Points:
Core: Make sure to have Maximum Movement Speed (25%). Put additional Points in Vitality.
Offense: Cooldown Reduction > Critical Hit Chance > Attack Speed > Critical Hit Damage.
Defense: Life > Armor > Resist All > Life Regeneration.
Utility: Life on Hit > Resource Cost Reduction > Gold Find > Area Damage.
Build Guide
Build Guide:
Your role as a support revolves around you crowd controlling packs and leading the group to safety, basically like a tank. You should aim to do this by fearing everything in your path using Horrify - Face of Death; whilst gathering all the mobs together into a large group with the help of skill Piranhas - Piranhado. Note that Piranhas - Piranhado also applies a 15% increased damage taken debuff on all affected enemies. Before you begin to engage packs, use Spirit Walk - Jaunt for immunity to all mobs for 3 seconds, and continue to use this ability on cooldown. When everything is gathered, it is preferable to spam Plague of Toads - Rain of Toads to generate as much health globes as possible. This is important because the health globes provide extra resources for your DPS, specifically if your Demon Hunters are equipped with Reaper's Wraps (Bracers). In addition, using Big Bad Voodoo - Slam Dance, provides extra attack speed and 30% damage increase within a 30 yard radius of yourself.
Mass Confusion - Paranoia acts as a secondary fear and also applies a debuff (additional 20% damage taken) on all enemies for an in the area of the spell. However you must be careful using this ability as Affixes including electrified + knockback, fire chain + knockback will bounce mobs outside of the fear range of your ability, and you will loose control over the mobs.
Passives:
- Tribal Rites: Reduces cooldown of Big Bad Voodoo and Mass confusion by 25%
- Creeping Death: Allows your amplifications from your Piranhas - Piranhado last almost forever.
- Spirit Vessel: Reduces the cooldown of your Horrify and Spirit Walk, spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. This effect may occur once every 90 seconds.
- Grave Injustice: Every time an enemy dies within 20 yards of the Witch Doctor, the latter regains 1% of maximum Life and Mana. and all remaining cooldowns are reduced by 1 second. The radius is extended by items that increase the health and gold pickup range.
3 and 4 Man Settings: In a 3 and 4 man group you should always have an additional tank (preferably a support Crusader). Your role is to control the Elite packs and decide the positioning of your party, whilst letting your other tank gather all the other mobs into your fear range.
Related Links:
Armory: http://eu.battle.net/d3/en/profile/clx-2771/hero/49714231
Twitch: http://Twitch.tv/Chrisgx
Clan: http://zeroempathy.net/
Thanks to all ZE members and a big thanks to Vylendis.
I like the build and the idea, but am a little confused. In the build listed you use haunt; however, in the video and description you use Mass Confusion instead of haunt. Can you please explain if this was updated, or just an oversight. Any help would be appreciated, and I am really looking forward to running this build. Keep up the great work!
Starmetal Kukri should be on there over Solanium.
Whats the minimum amount of crit chance needed for this build to be effective?
"Let me first state that I choose INT on all items wherever possible" This is the only part I don't understand. Why? It would be just as easy to get strength/dexterity crafted pieces, would it not be better to balance armor and resist?
Excellent guide, much appreciated!
I could definitely see the synergy with Solanium and Reaper's Wraps, but you don't have the bracers recommended in your build sheet. I also thought you were running Fetish Army, but you aren't (I think you should run it over plague of toads). If you aren't running Fetish Army you obviously don't want Starmetal Kukri, so that was my bad. Pretty solid build though, I think I would do mine only slightly different!
Personally have quite a bit of fun with smk/halcyon variant of this build as bbv end up with like a 5 second cd during large combat, aoe suppress from the halcyon/bbv combo is pretty massive and after some testing it does appear to proc strongarms. Believe your build is certainly stronger with optimal gear but until i get my hands on a solanium and push my crit chance a little higher, smk/halcyon is quite effective and fun.
One potential benefit would be that with the much larger area of effect it might be possible with optimal play to solo tank a 4p game.
Very nice guide. Just a quick question however. For 3rd gem, what are your thoughts on Esoteric Alteration? Also, with your current setup, what's your cdr at?
Hi, I really want to try out this build.
I just have a few questions :
- How much toughness you have ?
- How high did you go with that build or how high do you think it can go ?
- What's the gameplay style of not having smk ? How much CDR i'd need to achieve a decent BBV without smk ?
I really wonder if this build is viable for high grift past 50's ? I am playing the " normal " one with smk but heard a lot about this build without testing it myself yet ( thought i have like 3 solaniums in my chest )
Thanks
Thanks for the answers .. I guess i'll have to reroll for crit.
Someone told me Haunt works well for crit chance / proccing solanium ( note that i still didnt try it out ), is that true ?
So if you say it can go up to 60, you are saying that it can compete with 0dog build ?
Sorry my connexion is pretty bad atm, coudnt see your video in detail
Great build! thx for sharing
It work well with 2 or 3 players? like wd sup and wiz or dh or just for a full party?
ty for the info
just one more question... in the guide you recommend haunt, but in the video you use mass confusion... which is better? and the damage amplify of the mass confusion works on bosses?
Anyone have any suggesting using this on HC ?
have you tried using grasp of the dead with death is life rune over haunt? it frees up a a gem slot so you can put gogok over baned, also what do you feel is an ideal attack speed to have?