Build Guide
The Build:
The premises of the build focuses around Tiklandian Visage; which fears/roots targets in place for 6-8 seconds. With Tikilandian Visage (voodoo mask) Spirit Vessel (passive), and enough Cooldown reduction; you can permanently lock down mobs while your Fetishes wreck your foes. Max out your paragon's cooldown reduction (or use shoulders with CDR) and add a Diamond gem into the helm. Adjust your CDR depending if you have an 8 sec roll, or 7/6.Several people have managed to beat solo Greater Rift 42's with this build; and even have gone higher.
Why this Build?
This is an alternate build to the typical Mask of Jeram pet builds. While MoJ offers more damage output; this build focuses more on locking down your enemies and preventing them from doing anything; which leads to fewer Fetish deaths. Because we forgo TMF and zombie dogs all together; we'll use Homunculus to summon dogs for Sacrificing. With the Provoke rune; we can add temporary damage per sac'd dog; thus increasing the damage output of our Fetishes. Affixes like Jailer and lightning storm, which can one-shot some people; become no problem at all. Elites will not be able to cast anything while they are permanently feared. However; be aware of how close you get to mobs with electrocute or fire-chains; as Horrify does not stop these from occurring. Or even exploding mobs; like Grotesques. The real trick is being able to successfully perma-fear packs. One loose elite and they can wreck havoc on your whole plan. Some affixes will always go off when approaching the enemies; so be mindful of their reflect damage, frozen, etc.
Unfortunately this build has its weaknesses. While you might struggle with locking down mobs spread too thin, rift guardians are a bigger issue. Horrify does not work against them; which sort of destroys the whole theme behind the build. Be sure to keep your distance and take advantage of the environment when you can. I purposely gear my follower for the rift guardian. Giving him or her as much crowd control items as possible.
Skills:
Plague of Toads Our best proc spell in the game. Plus its free and a ranged spell (rain of toads). This is used for proc'ing Fetishes from Fetish Sychophants (not used for damage).Spirit Walk I prefer Healing Journey for the life return; but a great alternative would be Jaunt. Every WD should have Spirit Walk; its a necessary staple in every build.
Big Bad Voodoo SMK allows us to spam this ability (even more so with T&T gloves). This just adds a lot more damage to our Fetishes. Boogie Man could be an alternative; but the damage from that would seem more spikey, while slam dance is much more consistent. Plus, Boogie Man won't work well against most Rift Guardians.
Horrify Our bread and butter of this build. Spam this with enough cooldown reduction, preventing enemies from doing anything. Face of Death allows a larger area to be locked down, which is wonderful with the lack of Piranhado. I wouldn't suggest any other rune because any loose mob could result in death.
Sacrifice Losing TMF damage is a huge loss to our damage output; so any way we can add more damage is great. After sac'ing 3+ dogs, we get a huge temporary damage buff (provoke the pack).
Fetish Army Our main damage output. Coupled with Physical % and Fetish Army % on gear; Legion of Daggers goes well with Fetish Sychophants for its physical damage.
Legendary Gems:
Bane of the Trapped: Quite possibly the best legendary gem for all classes/builds; as long as you (or follow) has a crowd-control mechanic or slowing effect. Horrify will be proc'ing the gem non-stop.Enforcer: Because we are not using Mask of Jeram; this gem becomes a stronger choice. It adds to our physical% for our Fetishes. The added survivability; while not as much needed, can be helpful at times (such as Rift Guardians).
Pain Enhancer: You need to hug enemies for Horrify to work; so Pain Enhancer works quite well. The secondary works wonders; increasing your attack speed. Plus our pets can proc the gem's DoT; and it has synergy with all of our Physical % gear.
I cannot see any other useful gems outside of these three in greater rifts. Perhaps the Toxin gem or bane of the powerful; but these three just seem so much better.
Follower:
Templar: Mostly used for his heals- equip him with a Thunderfury for its procs, a lot of attack speed and either Ess of Johan or Overwhelming desire. Azurewrath works well too; especially on single target (like Rift Guardians); though your fetishes might prevent him from getting into melee. Thunderfury + Wyrdward + Dovu Energy Trap works as well.Enchantress: Can work with Azurewrath as well. Load her up with attack speed and watch her freeze targets pretty frequently. Or use Sultan's 2 Handed Sword, which can roll up to 40% blind on hit. Thunderfury + Wyrdward + Dovu Energy Trap works as well.
Scoundrel: I personally haven't had much success with him in any build. Perhaps Buriza bow and any freeze gear; but even then, the Enchantress can do better. Will need to do testing to see how viable he can be; if at all.
As mentioned, Thunderfury + Wyrdward does proc the stun. However, stuns equal to or less than 1.5 seconds do not work against Rift Guardians. While this might be fine on elites; a Dovu Energy Trap (which increases Stuns by 20-25%) is needed to make stunning possible on RG's.
Also; its not the proc from Thunderfury that is causing the stun (through Wyrdward); but its the native "Lightning damage" TF always rolls. All weapons roll some elemental damage; and most of the time its irrelevant; but any weapon with "Lightning Damage" could take Thunderfurys place and work fine. Which means an Azurewrath, enchanted with Lightning damage (it always rolls cold) could be the best option; as it could stun (through Wyrdward) and freeze (because it rolls 20-25% chance to freeze) mobs. I have yet to test this personally; but in theory should work and could be the "best Rift Guardian lock down" follower set up.
Noted a few things:
Solving this 10 s cooldown * ( 1 - CDR%/100) < 8s
Results in about 21% or more CDR will work. I found that to be 2% in paragon CDR, 8% on shoulders, and 12.5% diamond (21.11%) to be enough.
Not sure if the enchantress should be all freeze with maximum IAS (oculus ring) or the other way with dovu+wydward+light damage range on azurewrath. I'm using the latter and *shrug*. It helped a lot vs some RGs, not sure which is better either.
1. I think a lot of amulets can work; but believe you are right in that hellfire and Xep are likely top 3. I'll take out Halcyons and desire for it; but will mention the choice of desire in the written portion. I sorta wanted to make Halcyons viable; but Horrify totally wrecks its usefulness.
2. I feel silly for not realizing this. I thought it was weird seeing people using CDR on shoulders instead of more toughness. And I'm not even 800+...
3. Jaunt or Healing Journey are fine. I typically stick with Healing Journey more often because I've been using Enchantress over Templar; so I need the healing. I rarely use Jaunt to be honest; maybe I should try it again.
For Lightning Azure to be better than Azure + Occ ring; you would need maximum attack speed I think. 7% each on Azure/dovu/wyrd/unity. Wishing I had a spare Azure lying around to test it myself. Until then: Azure with occ ring.
Ess of Johan is actually really annoying because it can pull enemies outside of the range of horrify.
edit: Who the hell would down vote this? This is basically tied with Jade for best solo WD build.
I haven't had much trouble with Ess of Johan (yet). I can see it troublesome on a follower; but not so much the player. Maybe if it yanked a mob with fire chains through you.
And I am hoping for the up votes to spread the word of this build; though it is pretty geared dependent.
https://us.battle.net/d3/en/item/pox-faulds
Raijin even got rid of spirit walk in favor of zombie dogs final gift, for more health globes for GF. It was how he pushed to complete GR 42, iirc.
The Hexing Pants are not reliable. You need to be as stationary as possible at times to prevent mobs from escaping your Horrify. Plus having to constantly move around in a tight area will be the hugest pain. Using Illusory Boots (with Pox Pants) is a better alternative for grabbing near-by globes if needed.
I've looked at this build so many times and I always run into Block % = Fetish Army %. Can you please explain it? It seems like it's important, but I imagine adding a few more words would make it far less cryptic for people like myself.
In each slot there are 'Stat Priorities.' Such as wanting Critical Hit and a Socket in the helm slot; or Physical % and crit hit in the bracers slot. You want Fetish Army % (the skill bonus) on your shoulders, helm and mojo. However; I put "Block %" in the stat priority instead, because Diablofans hasn't added every Skill % in the game to their menus.
So basically Block % is where you should have Fetish Army % on your gear.
Hope this clears it up for you!
EDIT: Tried to update the guide; but it seems I'm getting some errors. Not sure why- I'll try another day!
How do I summon Zombie Dogs with this build?
You need the Homunculus Mojo; where it summons a dog for you every 4-6 secs (don't need the summon skill on your bars).
In the next patch the Mojo will summon a dog every 2 secs.
Hi! I am trying to use this build, however, some of the skills are in the same category and I cannot choose both of them. Am I missing something here? Fetish Army and Big Bad Voodoo are in the same. And Spirit Walk and Horrify are in the same. How does this work?
You need to enable 'elective mode.'
hit 'escape' > options > gameplay > 'checkmark' on "Elective Mode"
and this guide is a little outdated. I haven't updated it for the 2.2 patch and probably never will; due to the huge variety of builds "Tiki" can have.