This is a multi-player build and it is intended for bosses/special mobs in the inferno/later difficulties as opposed to just regular mobs or single player gameplay. It utilizes the WD's damage while providing great support to your party.
Searing Locusts: Applys a decent damage over time effect to boss/adds that only needs to be cast once every three seconds. I find it more viable than Haunt because you only have to cast it once. Also, the DPS on Searing Locusts is higher than Haunt unless you get the alabaster runestone. Either way, the fact that Searing Locusts is a multi-target DOT spell makes it extremely useful in a boss fight with adds, the fact that you only have to cast it once is great because it gives you more time to spam darts.
Flaming Dart: Used to nuke down adds/bosses while Searing Locusts ticks away. This is pretty much your main source of damage while you are waiting on cooldowns.
Vengful Spirit: Increases your damage as well as can be augmented to best fit the situation. If you are getting owned, Siphon may work better. For this build I focus more on DPS so I chose to get Vengeful Spirit for the extra damage output, which is also an AOE effect.
Tiki Torchers: The fetish casters do damage in a cone so they will always be in the middle of the battle dealing and taking damage due to their range. Combined with Big Bad Voodoo and Vengful Spirit, Tiki Torchers will do significant damage while also providing a wall of minions to aid the party.
Big Bad Voodoo: Augmented to increase attack damage. When used with spells like Vengful Spirit, Tiki Torchers and the rest of your DPS abilities you will have an insane damage output while your cooldowns are popped
Hex: Considering the boss fight type situation, Hex would be useful in cc-ing adds and healing up party members. During a fight the cooldown allows for it to be up pretty much the entire time therefore allowing for constant healing and CC.
Passives
Pierce the Veil: For maximum DPS output.
Vision Quest: Used to counteract Pierce the Veil. In this build, Hex, Big Bad Voodoo, Fetish Army and Soul Harvest should almost always be on cooldown therefore providing you with a pretty consistent 300% mana regeneration. This will allow you to spam your flaming darts and locust swarms.
Tribal Rites: Reduces the cooldown of Big Bad Voodoo and Fetish Army to 90 seconds and the cooldown of Hex to around 8. This means that you can have Hex up at all times during the battle. Big Bad Voodoo and Fetish Army also last for 20 seconds leaving you only with a 70 second downtime on these abilities.
Why this build would be great for a boss-fight type scenario. I consider the ideal boss-fight scenario to be something like fighting Andariel where there are additional monsters.
-Taking into consideration that I will have teamates, most likely some type of durable melee class, I can focus on dealing hard damage in the back as well as supporting as opposed to having to be dependent on pets to defend myself. In the fight, I would be casting Locust swarm every 3 seconds, blasting down the focus targets with Flaming Darts as the DOT ticked away. I would make sure to keep my damage buff from Soul Harvest up and the heals and CC's from Hex whenever these cooldowns are available, the same goes for Big Bad Voodoo and Fetish Army for the most part.
What the Witch Doctor Provides with this build.
-High damage output
-Meatshield every 70 seconds
-Attack/movement speed and damage increase every 70 seconds.
-Heals from Hex
-CC's from Hex
Eh I think the Monk and Barbarian will prove to be fine tanks depending on their build. I just don't understand why everybody is so crazy about zombie dogs. I guess I would have to see for myself how much damage they can take/do to determine whether they'd serve a purpose with a party or not.
Though the beta limits you on only a single rune for the dogs (and it's a defensive one) they do very little damage for the most part. The base skill has (I think) 9% weapon damage per attack they do.
Eh I think the Monk and Barbarian will prove to be fine tanks depending on their build. I just don't understand why everybody is so crazy about zombie dogs. I guess I would have to see for myself how much damage they can take/do to determine whether they'd serve a purpose with a party or not.
No dogs in the build linked mate.
Imo thats a great support build and very well thought out on the passives. When i looked at it I didnt like some of the choices made but after reading your post you sold me on the idea. Very well done and very well thought out. Based on your post I will be looking into your build for some fun Co-op gaming.
This is a build a mate and I looked at for the WD to go along side his Wizard or Monk (he isnt sure which he likes better).
Thanks man, and yeah the builds are very similar. The Gargantuan seems like he would be awesome if I was going to do like co-op or single player I would definitely substitute one of the spells I picked for it. He seems like an awesome meatshield, decent damage dealer and best of all he has a cooldown which works awesome with the passive.
Eh I think the Monk and Barbarian will prove to be fine tanks depending on their build. I just don't understand why everybody is so crazy about zombie dogs. I guess I would have to see for myself how much damage they can take/do to determine whether they'd serve a purpose with a party or not.
I think you kinda answered your own question. Zombie Dogs. Having Zombie Dogs is more than enough. The first thing I'm gonna do when I get my hands on the game/beta, is summon a Zombie Dog. Zombie Apocalypses would be much better if there were Zombie Dogs in them.
I've been through this thought process before. I too saw that vision quest would be a nice passive to activate without pets but then realized the best way to activate it would be pets. I think one should just accept that having those dogs around is a good idea.
I think that the Zombie Dogs definitely are appealing depending on the situation, if I was planning on doing a single/two-player playthrough I would definitely roll a pet-build but I feel like in this scenario that this multi-player build is intended for they aren't really necessary
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/witch-doctor#aSgPQd!gei!ZZacZb
Searing Locusts: Applys a decent damage over time effect to boss/adds that only needs to be cast once every three seconds. I find it more viable than Haunt because you only have to cast it once. Also, the DPS on Searing Locusts is higher than Haunt unless you get the alabaster runestone. Either way, the fact that Searing Locusts is a multi-target DOT spell makes it extremely useful in a boss fight with adds, the fact that you only have to cast it once is great because it gives you more time to spam darts.
Flaming Dart: Used to nuke down adds/bosses while Searing Locusts ticks away. This is pretty much your main source of damage while you are waiting on cooldowns.
Vengful Spirit: Increases your damage as well as can be augmented to best fit the situation. If you are getting owned, Siphon may work better. For this build I focus more on DPS so I chose to get Vengeful Spirit for the extra damage output, which is also an AOE effect.
Tiki Torchers: The fetish casters do damage in a cone so they will always be in the middle of the battle dealing and taking damage due to their range. Combined with Big Bad Voodoo and Vengful Spirit, Tiki Torchers will do significant damage while also providing a wall of minions to aid the party.
Big Bad Voodoo: Augmented to increase attack damage. When used with spells like Vengful Spirit, Tiki Torchers and the rest of your DPS abilities you will have an insane damage output while your cooldowns are popped
Hex: Considering the boss fight type situation, Hex would be useful in cc-ing adds and healing up party members. During a fight the cooldown allows for it to be up pretty much the entire time therefore allowing for constant healing and CC.
Passives
Pierce the Veil: For maximum DPS output.
Vision Quest: Used to counteract Pierce the Veil. In this build, Hex, Big Bad Voodoo, Fetish Army and Soul Harvest should almost always be on cooldown therefore providing you with a pretty consistent 300% mana regeneration. This will allow you to spam your flaming darts and locust swarms.
Tribal Rites: Reduces the cooldown of Big Bad Voodoo and Fetish Army to 90 seconds and the cooldown of Hex to around 8. This means that you can have Hex up at all times during the battle. Big Bad Voodoo and Fetish Army also last for 20 seconds leaving you only with a 70 second downtime on these abilities.
Why this build would be great for a boss-fight type scenario. I consider the ideal boss-fight scenario to be something like fighting Andariel where there are additional monsters.
-Taking into consideration that I will have teamates, most likely some type of durable melee class, I can focus on dealing hard damage in the back as well as supporting as opposed to having to be dependent on pets to defend myself. In the fight, I would be casting Locust swarm every 3 seconds, blasting down the focus targets with Flaming Darts as the DOT ticked away. I would make sure to keep my damage buff from Soul Harvest up and the heals and CC's from Hex whenever these cooldowns are available, the same goes for Big Bad Voodoo and Fetish Army for the most part.
What the Witch Doctor Provides with this build.
-High damage output
-Meatshield every 70 seconds
-Attack/movement speed and damage increase every 70 seconds.
-Heals from Hex
-CC's from Hex
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
No dogs in the build linked mate.
Imo thats a great support build and very well thought out on the passives. When i looked at it I didnt like some of the choices made but after reading your post you sold me on the idea. Very well done and very well thought out. Based on your post I will be looking into your build for some fun Co-op gaming.
This is a build a mate and I looked at for the WD to go along side his Wizard or Monk (he isnt sure which he likes better).
http://us.battle.net/d3/en/calculator/witch-doctor#ahgPQd!gWi!ZZacZb
Almost the same just 1 different passive and 1 different active, we used alot of your reasoning for this build.
Super Cop! He knows where you live, he knows where you sleep.
I once tried to make a petless WD and ended up just making a vision quest build. http://us.battle.net/d3/en/calculator/witch-doctor#gXRYhb!adg!aZaZZa