Hey guys this is a guide to the build I used to get my WD to Inferno. Rather than write it out I made a quick YouTube video to describe it in detail. It focuses on using Plague of Toads, Hungry Bats, or Zombie Bears coupled with Big Bad Voodoo and Rain Dance to put out consistently high damage. This was an effort in making a build that used something other than Poison Dart (Splinters) and Firebats (Dire Bats) as primary skills. There are some other builds on my Channel as well.
I'm kinda surprised how mana friendly this is, with just spiritual attunement and even with PtV I'm getting off plenty of casts with SPirit walk and Darts still waiting in the wings, but i've not gotten in a prolonged battle yet (and i'm only on Hell). the first thing that occured to me though, and maybe it's just that i suck at kiting or something, but i switched in Grasp for Big Bad Voodoo. otherwise yeah, i really like it.
I imagine the key difference is that Acid Rain uses much more mana then Toads, so you would need to build ot accomodate that, probably by using Vision Quest.
your right Acid cost's alot more mana but i guess it isn't affecting me in nightmare as bad. the health globes/gruesome feast keep me near full. 2 or 3 acid rain's just demolish pack's of mobs!
I would like to point out that with the first variation of the build you would be better off with Slam Dance rune, since as shown on the video you dont even spend enough mana to chip on you manapool with the rain of toads, therefore the 30% damage buff from Slam Dance runed BBV would make it more useful. Otherwise pretty decent builds, lacked spirit vessel though which is basically a must have on inferno
For endgame you're correct; it took a good portion of the game to be able to spam Rain of Toads indefinitely though. Also, you can absolutely stick Spirit Vessel into the build if you'd like.
Interresting video. You have some good points. I have to play around with rain of toads when I get home.
I do think its funny though, that you discard dire bats. On inferno, thats the only skill I can truely clear near all champion packs with. Obviously it has to be in conjunction with Vision Quest passive and 4 CD skills.
Dire bats does change the firebat skill, as you say, but its definately for the better. The problem like you point out with firebats is the range, and thats why dire bats is awsome. Its the only hardhitting long range skill the WD have (atleast as far as ive gotten to find out). Dire Bats contine through enemies too, doing aoe that way, witch helps out alot.
With the rain of toads, how do you actively kite and aim at fast champion packs? Isnt that impossible? Doesnt you need Unbreakable Grasp too?
Dire Bats is a separate build; basically everyone is using Splinters + Dire Bats. This build is meant to be a viable alternative to that. You can cast Rain on fast moving Champions you just need to lead them or tie them up with Fetishes/Gargantuan. A big portion of Inferno as a Witch Doctor is also using Spirit Walk for 2 seconds of invulnerability and then bursting. Grasp of the Dead doesn't do anything to a very fast enemy; they'll just run right through it. If you're having trouble getting Rain on target I would use Hungry Bats or Zombie Bears as variations of the build. I talk about that partway through.
I'm using Acid Rain and Unbreakable Grasp to kinda sorta do the same thing in nightware. how's does Rain of Toads compare to Acid Rain?
Acid Rain costs far more mana and does a lot lower DPS than Rain of Toads. Hungry Bats and Zombie Bears would be better choices as well from my own experimentation.
As a Witch Doctor that was struggling in Act III Nightmare, this build has been a tremendous help. I had read enough on the forums that I thought Vision Quest was the way to go. But running around with all of my abilities on cooldown so I could spam Acid Cloud meant that I was gimped whenever I bumped into a champion pack. I was giving no thought to Soul Harvest and Spirit Walk, and I'd discounted Rain of Toads as a weaker version of Acid Cloud with a smaller area of effect. But what Toads lacks in up-front damage it more than makes up, with a relentless proc and superior mana effectiveness.
One of my favorite things about this build is how the runes can be tailored to suit your equipment. If you have tons of life regen, then your runes can push toward damage or mana regen. The same goes if you have a lot of mana regeneration equipment.
I've been swapping between 1-handers and 2-handers, but I'm noticing that ceremonial knives at level 50 are starting to include bonuses to specific witch doctor abilities, such as Plague of Toads. Very handy!
I have myself been using Rain of Toads almost exclusively since i got the spell+rune, and have found that using a slow 2-hander makes it a lot more sustainable. Have you tried something similar?
Well a slower weapon would make it tick slower and thus use up less mana per second. Not a bad idea if you're having mana troubles. I've generally just used whatever weapon combination I've found at any given time with the highest overall damage.
You did not seem to actually need the rain dance rune on your BBW. I would suspect that for any other build than zombiebears, the 30 % damage would be way superior. Have you tested this? Especially since the extra damage would stack with the attack speed increase, granting godlike damage.
Yes, Slam Dance would be superior for Toads once you have enough Mana Regen that you can cast it infinitely. Rain Dance was quite necessary leveling though.
Personally, what I do is use Grasping instead of a mana recovery spell on the second mouse button, sustained via. the use of Spiritual Attunement and a 2-hand mace (Mace, due to having a .90 Attacks per second speed seems optimal for mana usage). The only times I have been running OOM has been when I was using Grasping for a DPS increase, which honestly can be done away with. Alternately, it can be sustained with Spirit Walk -> Honored Guest. Furthermore, I prioritise having a Vodoo Mask with +Mana and +Mana Regen, both which scales with Spiritual Attunement.
Grasping also allow me to use more of a kiting game than rely on Fetish Army + Spirit Walk for uptime.
I've tried using Grasp, but on Inferno even with an 80% slow fast enemies just run right through, and enemies that don't don't really need to be slowed to begin with. Personally, if I were to drop the mana recovery skill I would use the Gargantuan for better uptime.
I often switch out Fear for Soul Harvest-> Health Return. I am still undecided on which is better, although I feel like Horrify may be better in group settings, since 4-6 seconds of fear can save your group when used right.
I hate saying this, but never take Soul Harvest out of your build. 5 stacks literally doubles your damage. It's the most powerful straight damage buff in the game.
Confuse with Paranoia gives a nice amounts of CC/Utility, and the 20 % damage + Confused Enemies + BBW with 30 % damage increase gives some insanely dangerous toads. Best part is, alll of it benefits my party members.
It's certainly an option, but its cooldown is too prohibitive for my tastes considering what it does. (I do realize its CD is shorter than the other buffs in this build, but I consider them more powerful.)
Last question, you use a shield in your video. For a spec that seems based on having as high damage as possible, why not use a WD OH? Or have you just had poor luck getting one? :>
I switch b/w a Shield and an Off-Hand depending on my needs. Sometimes I need the damage reduction and block.
Thanks for the thoughts Leh, and everyone else. =)
Hey dannyboy thank you for the video. I was having difficulty in Act 2 of Hell, and the video really helped a lot. Just wondering what particular build you are using in inferno at the moment. Zombie bears + haunt?
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The world is full of kings and queens,
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Hey dannyboy thank you for the video. I was having difficulty in Act 2 of Hell, and the video really helped a lot. Just wondering what particular build you are using in inferno at the moment. Zombie bears + haunt?
I'm using the Vision Quest variation of the build. So Zombie Bears, Horrify (Frightening Aspect for damage reduction), Healing Journey, Soul Harvest (Siphon), Fetish Army (Ambush), and (Rain Dance) Big Bad Voodoo.
Horrify is optional some good alternatives are: Locust Swarm (Searing Locusts) or (Draining) Haunt for some DOT damage, Mass Confusion (Paranoia) for even more burst and another long cooldown to keep Vision Quest rolling, Gargantuan (if you have the gear to keep him up or are willing to sacrifice Pierce the Veil or Jungle Fortitude for Fierce Loyalty), Hex (Hedge Magic if you want a bit more survivability or one of the damage runes instead), or Wall of Zombies for control. I've been switching around the Horrify slot for some of these to mix things up if I don't have NV at the time.
Hey dannyboy thank you for the video. I was having difficulty in Act 2 of Hell, and the video really helped a lot. Just wondering what particular build you are using in inferno at the moment. Zombie bears + haunt?
I'm using the Vision Quest variation of the build. So Zombie Bears, Horrify (Frightening Aspect for damage reduction), Healing Journey, Soul Harvest (Siphon), Fetish Army (Ambush), and (Rain Dance) Big Bad Voodoo.
Horrify is optional some good alternatives are: Locust Swarm (Searing Locusts) or (Draining) Haunt for some DOT damage, Mass Confusion (Paranoia) for even more burst and another long cooldown to keep Vision Quest rolling, Gargantuan (if you have the gear to keep him up or are willing to sacrifice Pierce the Veil or Jungle Fortitude for Fierce Loyalty), Hex (Hedge Magic if you want a bit more survivability or one of the damage runes instead), or Wall of Zombies for control. I've been switching around the Horrify slot for some of these to mix things up if I don't have NV at the time.
Ah ok. I'm guessing it difficult to upkeep your mana without VQ?
Also I was messing around with your rainman build and came up with this:
Basically I just spam my bats and use my spiders to bring my mana up when needed. However I am only in Act 3 of hell, and I have been playing co-op. Was wondering it this build would be viable in inferno for solo play.
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The world is full of kings and queens,
Who'll blind your eyes and steal your dreams,
Thats heaven and hell!
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http://www.youtube.com/watch?v=wrCqubmwlG8
Feel free to ask questions + criticize here or in the comments of the video. =)
If i had to make a totally backhanded gut check, i'd say more dps, easier on the mana, but a much smaller damage radius.
For endgame you're correct; it took a good portion of the game to be able to spam Rain of Toads indefinitely though. Also, you can absolutely stick Spirit Vessel into the build if you'd like.
Dire Bats is a separate build; basically everyone is using Splinters + Dire Bats. This build is meant to be a viable alternative to that. You can cast Rain on fast moving Champions you just need to lead them or tie them up with Fetishes/Gargantuan. A big portion of Inferno as a Witch Doctor is also using Spirit Walk for 2 seconds of invulnerability and then bursting. Grasp of the Dead doesn't do anything to a very fast enemy; they'll just run right through it. If you're having trouble getting Rain on target I would use Hungry Bats or Zombie Bears as variations of the build. I talk about that partway through.
Acid Rain costs far more mana and does a lot lower DPS than Rain of Toads. Hungry Bats and Zombie Bears would be better choices as well from my own experimentation.
You and I don't appear to be playing the same Hell/Inferno.
Thanks for the comments guys. =)
Splinters, not SPined Darts for mana?
http://us.battle.net/d3/en/calculator/witch-doctor#agdUQP!ZbY!bZZZaa
One of my favorite things about this build is how the runes can be tailored to suit your equipment. If you have tons of life regen, then your runes can push toward damage or mana regen. The same goes if you have a lot of mana regeneration equipment.
I've been swapping between 1-handers and 2-handers, but I'm noticing that ceremonial knives at level 50 are starting to include bonuses to specific witch doctor abilities, such as Plague of Toads. Very handy!
Splinters is one of the WD's highest DPS abilities; most people in Inferno just spam it ad infinitum as it's so cheap mana isn't an issue.
Well a slower weapon would make it tick slower and thus use up less mana per second. Not a bad idea if you're having mana troubles. I've generally just used whatever weapon combination I've found at any given time with the highest overall damage.
Yes, Slam Dance would be superior for Toads once you have enough Mana Regen that you can cast it infinitely. Rain Dance was quite necessary leveling though.
I've tried using Grasp, but on Inferno even with an 80% slow fast enemies just run right through, and enemies that don't don't really need to be slowed to begin with. Personally, if I were to drop the mana recovery skill I would use the Gargantuan for better uptime.
I hate saying this, but never take Soul Harvest out of your build. 5 stacks literally doubles your damage. It's the most powerful straight damage buff in the game.
It's certainly an option, but its cooldown is too prohibitive for my tastes considering what it does. (I do realize its CD is shorter than the other buffs in this build, but I consider them more powerful.)
I switch b/w a Shield and an Off-Hand depending on my needs. Sometimes I need the damage reduction and block.
Thanks for the thoughts Leh, and everyone else. =)
Who'll blind your eyes and steal your dreams,
Thats heaven and hell!
I'm using the Vision Quest variation of the build. So Zombie Bears, Horrify (Frightening Aspect for damage reduction), Healing Journey, Soul Harvest (Siphon), Fetish Army (Ambush), and (Rain Dance) Big Bad Voodoo.
Horrify is optional some good alternatives are: Locust Swarm (Searing Locusts) or (Draining) Haunt for some DOT damage, Mass Confusion (Paranoia) for even more burst and another long cooldown to keep Vision Quest rolling, Gargantuan (if you have the gear to keep him up or are willing to sacrifice Pierce the Veil or Jungle Fortitude for Fierce Loyalty), Hex (Hedge Magic if you want a bit more survivability or one of the damage runes instead), or Wall of Zombies for control. I've been switching around the Horrify slot for some of these to mix things up if I don't have NV at the time.
Ah ok. I'm guessing it difficult to upkeep your mana without VQ?
Also I was messing around with your rainman build and came up with this:
http://eu.battle.net...UdQP!ZXb!abcZZa
Basically I just spam my bats and use my spiders to bring my mana up when needed. However I am only in Act 3 of hell, and I have been playing co-op. Was wondering it this build would be viable in inferno for solo play.
Who'll blind your eyes and steal your dreams,
Thats heaven and hell!