DoT Build

  • #1
    I've been having a lot of fun with the WD in beta recently. Here's my first stab at a WD build for leveling up.

    First off, here's the build http://us.battle.net/d3/en/calculator/witch-doctor#aSdZik21We!eZW!aaZZaZ

    Basis: I'm hoping to kite with zombie wall while everything slowly dies from the DoTs.

    Unsure about:
    -Do I need Poison Dart?
    -It seems like it'd possibly be better to remove one of the dots (or poison dart) and put in an instant damage spell to finish monsters off. Possibly firebats?
    -Is zombie Wall enough to stay alive? Might need to add grasp?
    -Do I need more mana? Switch some runes around to mana runes (Soul Harvest, Haunt, etc)

    //edit: new version is http://us.battle.net...21We!eZW!aaZZaZ
  • #2
    You can't rely on a 25 second cool down ability as your only means of CC. Poison Dart is pretty much an instant damage spell due to the speed of its travel. I think Spiritual Attunement would be enough mana wise. I'd replace jungle fortitude with Fetish Sycophants because you have 3 abilities currently which could cause it to activate. Here's my take on a Witch Doctor DoT Build.

    http://us.battle.net/d3/en/calculator/witch-doctor#bZeSRU!WeX!aZYcZc

    Haunt Runed for slow, Grasp Runed for extra slow. DoT's are generally very mana efficient, that's why I included Pierce the Veil.
  • #3
    Here's the thing with wall of zombies - and most any spell which a monster must walk through to take damage.

    If you watch the wall of zombie video Blizzard put out, you see the WD cast it, but 2 of the mobs attempt to go around the wall forcing the WD to go the other way to it walks into the wall. Assuming this is on normal, the creatures are only going to get more intelligent as the difficulty rises. This is a problem for these types of spells.
  • #4
    Quote from lorien1973

    Here's the thing with wall of zombies - and most any spell which a monster must walk through to take damage.

    If you watch the wall of zombie video Blizzard put out, you see the WD cast it, but 2 of the mobs attempt to go around the wall forcing the WD to go the other way to it walks into the wall. Assuming this is on normal, the creatures are only going to get more intelligent as the difficulty rises. This is a problem for these types of spells.


    Without getting offtopic (I would prefer not to argue about this).. I will assume that zombie wall functions like it does on the video (where the monsters must go around it) on all difficulty levels.

    That aside, it's a good point that I can't rely on a 25 second cooldown skill (although it may have been fine with my passives I choose since I'd take 40% less damage).

    I made a few changes based on the suggestions - http://us.battle.net/d3/en/calculator/witch-doctor#aSdZik21We!eZW!aaZZaZ
  • #5
    Quote from Ruppgu

    Quote from lorien1973

    Here's the thing with wall of zombies - and most any spell which a monster must walk through to take damage.

    If you watch the wall of zombie video Blizzard put out, you see the WD cast it, but 2 of the mobs attempt to go around the wall forcing the WD to go the other way to it walks into the wall. Assuming this is on normal, the creatures are only going to get more intelligent as the difficulty rises. This is a problem for these types of spells.


    Without getting offtopic (I would prefer not to argue about this).. I will assume that zombie wall functions like it does on the video (where the monsters must go around it) on all difficulty levels.

    That aside, it's a good point that I can't rely on a 25 second cooldown skill (although it may have been fine with my passives I choose since I'd take 40% less damage).

    I made a few changes based on the suggestions - http://us.battle.net...dZik!WeZ!aaZZaZ


    There is no proof neither any evidence that the mobs are going through or need 2 walk around wall of zombies.

    Your build is pure shit, sorry to be harsh but you got vermin but no skill supporting vermin. You got zombie handler yet nothing that summons either dogs or gargantuan. U also have sacrifice (with no either active or passive skill giving you dogs) so what are u gonna sacrifice? Air?
  • #6
    You have 1 slow on a long cooldown.....I forsee a lot of running and dying in your future.
    One is never hurt by being given additional choices, only by taking them away.
    A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
  • #7
    Quote from Discopolice

    Quote from Ruppgu

    Quote from lorien1973

    Here's the thing with wall of zombies - and most any spell which a monster must walk through to take damage.

    If you watch the wall of zombie video Blizzard put out, you see the WD cast it, but 2 of the mobs attempt to go around the wall forcing the WD to go the other way to it walks into the wall. Assuming this is on normal, the creatures are only going to get more intelligent as the difficulty rises. This is a problem for these types of spells.


    Without getting offtopic (I would prefer not to argue about this).. I will assume that zombie wall functions like it does on the video (where the monsters must go around it) on all difficulty levels.

    That aside, it's a good point that I can't rely on a 25 second cooldown skill (although it may have been fine with my passives I choose since I'd take 40% less damage).

    I made a few changes based on the suggestions - http://us.battle.net...dZik!WeZ!aaZZaZ


    There is no proof neither any evidence that the mobs are going through or need 2 walk around wall of zombies.

    Your build is pure shit, sorry to be harsh but you got vermin but no skill supporting vermin. You got zombie handler yet nothing that summons either dogs or gargantuan. U also have sacrifice (with no either active or passive skill giving you dogs) so what are u gonna sacrifice? Air?


    Blizzard screwed up their build calcs. Use a little common sense before you post such a harsh comment next time please.
  • #8
    Quote from jaclashflash

    You have 1 slow on a long cooldown.....I forsee a lot of running and dying in your future.


    Yep, I added Grasp after someone mentioned this. I foolishly didn't realize how long the cooldown was on zombie wall.

    Fixed link to my build... i should just stop using the blizzard calc if they keep breaking it. http://us.battle.net/d3/en/calculator/witch-doctor#aSdZik21We!eZW!aaZZaZ
  • #9
    For damage reduction Jungle Fortitude is actually better with this current build. The prerequisite of doing damage to them makes Bad Medicine conditional, while JF is always on (you don't need to damage the enemy first). Also, the Fetish Sycophants that are created from your passive will have the 20% damage reduction, making it strictly better in every sense. With that changed, this is a solid poison DoT build for WD. Good job!
  • #10
    Good point. I used to have jungle fort but the calc changes wiped my passive choices and I forgot what I had before.

    There are positive reasons for Bad Medicine though! It depends on how you want to play. If you often play in a group, Bad medicine could be more useful because it helps the whole group instead of just yourself. However, if you play solo, Jungle Fortitude is ALWAYS better.
  • #11
    oh yeah, woops. Multiplayer game.. 8P
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