This build is for a "pet-less" Witch Doctor for Nightmare ++ difficulty.
Firebomb + conflagration
Low mana AOE for larger packs of mobs
Conflagration rune for wider AoE + higher damage AoE
Spirit Barrage + Phlebotomize
Higher single target dps
Main boss "nuke"
Phlebotomize for lifesteal when fighting bosses/champions that will inevitably cause you
some sort of damage during the fight
Firebats + Dire bats
Close quarters AoE
High dps mana sink
Dire bats provide longer range since no pets will be there to soak up hits
Grasp of the dead + Death is life
Good overall AoE dps
slow allows for firebomb and firebats to burn down enemies without them getting to you
good form of crowd control (again. no pets)
Death is life allows for more health through health globes and more globes for gruesome feast
soul harvest + swallow your soul
Sou harvest intellect buff = more damage/mana
Swallow your soul allows for one to group enemies and burn soul harvest for a decent mana return
intellect buff stacks (?) with gruesome feast
Horrify + Phobia
additional crowd control
Phobia allows for more time to collect globes, burn down enemies, etc..
Passives: Jungle fortitude
Basic -% damage taken for high difficulty survival
Spiritual Attunement
Decent flat rate mana regeneration
Gruesome Feast
W/ additional health globe drops from GOTD, should easily be able to keep +intellect buffs up
I understand your concern on ranged mobs, but I don't see which CC spell could be effectively used for this purpose. I also feel the need to have both firebomb and bats because firebats will be my main "in-line" AoE, while firebomb would be used for more clumped mob packs. also, the high mana cost of channeling bats/the lower cost of firebomb allow you to deal damage based on how much mana you currently have, instead of burning all my mana on bats, i could throw some firebombs and still have left over mana for CCs, etc.
Rock solid build in my opinion, I do not see any major flaw.
Two minor things I would like to address.
1) Spiritual Attunement and Gruesome Feast might be enough for mana management, so you could swap the Soul Harvest rune.
2) The 5% health globe drop chance on Grasp of the Dead is nice to have, but nothing I would count on, but probably the best option when taking Gruesome Feast.
I am more than likely going to change one or more factors concerning Mana regeneration based on gear/further information on Witch Doctor's Mana pool, Etc.. thank you for the feedback
sorry for double post, meant to edit my second.
a shit ton of CC which is 100% needed esp for hell/inferno and basically make it so i can spam zombie bears a ton and reduce the CD's on my CC's to rotate them constantly.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Yup, exactly. While SB, Firebomb and Bats are all fun spells, you can't use them at the same time so you are leaving a lot of damage on the table. Ideally you want to have a couple damage over time spells ticking on the mobs while you spam your direct damage spell. Go with one direct damage spell and sub in more cc/dots. Zombie, Firebomb or SB as your primary then add in a dot (Acid Cloud, Locust Swarm or Haunt) and Wall of Zombies
I'm a great fan of the Spirit Vessel skill, at least in theory... avoiding death every 90 sec sounds nice, reducing those 3 CDs too. Question is, which skill to take out... Jungle Fortitude seems too strong...
without grave injustice with my build i wont be able to use my CD spells as often as i want and without spiritual attunement itll be mad hard to spam zombie bears. would need a lot of help from gear with mana then
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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Firebomb + conflagration
Low mana AOE for larger packs of mobs
Conflagration rune for wider AoE + higher damage AoE
Spirit Barrage + Phlebotomize
Higher single target dps
Main boss "nuke"
Phlebotomize for lifesteal when fighting bosses/champions that will inevitably cause you
some sort of damage during the fight
Firebats + Dire bats
Close quarters AoE
High dps mana sink
Dire bats provide longer range since no pets will be there to soak up hits
Grasp of the dead + Death is life
Good overall AoE dps
slow allows for firebomb and firebats to burn down enemies without them getting to you
good form of crowd control (again. no pets)
Death is life allows for more health through health globes and more globes for gruesome feast
soul harvest + swallow your soul
Sou harvest intellect buff = more damage/mana
Swallow your soul allows for one to group enemies and burn soul harvest for a decent mana return
intellect buff stacks (?) with gruesome feast
Horrify + Phobia
additional crowd control
Phobia allows for more time to collect globes, burn down enemies, etc..
Passives: Jungle fortitude
Basic -% damage taken for high difficulty survival
Spiritual Attunement
Decent flat rate mana regeneration
Gruesome Feast
W/ additional health globe drops from GOTD, should easily be able to keep +intellect buffs up
http://us.battle.net/d3/en/calculator/witch-doctor#egVZRW!aYc!cYacaa
feedback please.
I am more than likely going to change one or more factors concerning Mana regeneration based on gear/further information on Witch Doctor's Mana pool, Etc.. thank you for the feedback
sorry for double post, meant to edit my second.
my petless WD will look like this: http://us.battle.net/d3/en/calculator/witch-doctor#fUkZRW!aYS!ccZZac
a shit ton of CC which is 100% needed esp for hell/inferno and basically make it so i can spam zombie bears a ton and reduce the CD's on my CC's to rotate them constantly.
without grave injustice with my build i wont be able to use my CD spells as often as i want and without spiritual attunement itll be mad hard to spam zombie bears. would need a lot of help from gear with mana then