Looking for a better build than soul harvest build. Looking for something that can do t3 pretty easy and something that doesn't include bats. I absolutely hat using bats. If anyone can help me out that'd be great! Not too fond of using all the pets either.
I'm using this build in groups. Preferably, when I have melee & my pets keeping the mobs off me: http://us.battle.net/d3/en/calculator/witch-doctor#egRUYT!Wdf!Zaaccc
Very good long range damage. My Spirit Barrage actually fills my mana pool, from there I cast how ever many Haunts I need, then throw Acid Rain out there. From there I wait about 6 seconds and recast the Haunts and Acid Rain.All while continually to cast Spirit Barrage
Alright guys... I've been playing a lot of the witch doctor, and using a lot of different builds. This build absolutely has to be my favorite. I can run through t2 with ease and t3 is a bit of challenge but still very doable, mostly because my toughness is a lil on the low side. But this build absolutely rapes champ packs and rares. Throw out your BBV and Fetishes and it's all over!!! Thanks for all the help and builds. I think I'll be sticking with this build for awhile or atleast until ROS. Keep those builds comin!!!
I normally play with a barbarian and wizard that smash big groups of mobs but fall short on single target damage, so I took a spirit barrage build much like yours and focused it a lot more on blowing up champion packs and bosses.
The whole idea is to buff your spirit barrage damage as much as possible and be able to continually cast. As long as you can cast spirit barrage for 10 seconds with your initial mana pool it will always be free if you have Rush of Essence.
Spirit Barrage: Well of Souls - Well of Souls is more damage than the other runes, single target included if you are standing close enough to the monster.
Sacrifice: Provoke the Pack - Nice chunk of area damage but more used for the 15% or 20% damage buff whenever Zombie Dogs is off cooldown. Can be up all the time if you want to use the Tribal Rights passive.
Summon Zombie Dogs: Burning Dogs - Mostly used for the Sacrifice buff but also good for keeping mobs off the entire group. The rune is just personal preference, I like Burning Dogs for the extra area damage.Big Bad Voodoo: Slam Dance - 20% attack speed buff and 30% damage buff makes your spirit barrage eat through single targets. Buffs you, buffs the group, what more could you ask for?
Fetish Army: Legion of Daggers - You could really put whatever skill you wanted here, I just use this as another cooldown when I run into a champion pack or start a boss fight.
Gargantuan: Big Stinker - You can see I am somewhat biased towards pets, Gargantuan is just another body to keep mobs off you and the party and is more free damage to groups. I find Big Stinker more consistent in the general sense, could easily be whichever rune you want.
Passives: Plenty of room to change around passives to make this work for your gear.
Rush of Essence - This is required. As long as you can cast Spirit Barrage for a full 10 seconds without running out of mana, you will be able to cast forever.
Blood Ritual - 10% reduced mana cost probably the most efficient to save mana here.
Pierce the Veil - Best damage rune for any build, can make the mana tricky but there are other ways to deal with that.
Spiritual Attunement : Also an option here. I find it not as efficient as Blood Ritual though. If you remove Pierce the Veil this passive also seems like overkill.
Zombie Handler: Effectively another 5% damage buff and more sacrifice damage.
Tribal Rights: I used this for a while because I could not sustain Spirit Barrage cast with Pierce the Veil. This reduces your cooldowns which makes them more flexible. Reduces Summon Zombie Dogs below 30 seconds, or very close to it at least, so you can keep Provoke the Pack up forever instead of just 2/3rd the time.
On mana: At first it seemed gear dependent to me, but there are plenty of things to play around with to manage the mana cost without changing your gear.
-Spirit Barrage: The Spirit Is Willing is probably the easiest way. Reduces your area and single target damage but could be well worth it.
-Play with your paragon levels. Max mana and resource cost reduction specifically. Decide if you want to lower your damage here or not.
-Play with your passives. Plenty of options above.
This already looks a lot like your build, just without acid cloud as an area bomb and more damage buffs instead of mana replenishment. I just find on champion packs and bosses I rather chain cast a spell doing 600% weapon damage with more sheet damage buffs than have to worry about mana and cast corpse bomb for 525% weapon damage. Again, my group damage ends up being a bit lower, but I have played solo with this build as well and the large single target damage still kills groups of mobs fairly quickly.
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Very good long range damage. My Spirit Barrage actually fills my mana pool, from there I cast how ever many Haunts I need, then throw Acid Rain out there. From there I wait about 6 seconds and recast the Haunts and Acid Rain.All while continually to cast Spirit Barrage
Here's my character:http://us.battle.net/d3/en/profile/HeavenDenies-1161/hero/3415138
As you can see the only 2.0 gear I have is the Hellfire ring. So I would wager this build would work even more if the gear supported it.
Build: http://us.battle.net/d3/en/profile/Kalaron-1758/hero/11416975
The whole idea is to buff your spirit barrage damage as much as possible and be able to continually cast. As long as you can cast spirit barrage for 10 seconds with your initial mana pool it will always be free if you have Rush of Essence.
http://eu.battle.net/d3/en/calculator/witch-doctor#gVYQPT!fcW!ZcYbbY
Actives:
Spirit Barrage: Well of Souls - Well of Souls is more damage than the other runes, single target included if you are standing close enough to the monster.
Sacrifice: Provoke the Pack - Nice chunk of area damage but more used for the 15% or 20% damage buff whenever Zombie Dogs is off cooldown. Can be up all the time if you want to use the Tribal Rights passive.
Summon Zombie Dogs: Burning Dogs - Mostly used for the Sacrifice buff but also good for keeping mobs off the entire group. The rune is just personal preference, I like Burning Dogs for the extra area damage.Big Bad Voodoo: Slam Dance - 20% attack speed buff and 30% damage buff makes your spirit barrage eat through single targets. Buffs you, buffs the group, what more could you ask for?
Fetish Army: Legion of Daggers - You could really put whatever skill you wanted here, I just use this as another cooldown when I run into a champion pack or start a boss fight.
Gargantuan: Big Stinker - You can see I am somewhat biased towards pets, Gargantuan is just another body to keep mobs off you and the party and is more free damage to groups. I find Big Stinker more consistent in the general sense, could easily be whichever rune you want.
Passives: Plenty of room to change around passives to make this work for your gear.
Rush of Essence - This is required. As long as you can cast Spirit Barrage for a full 10 seconds without running out of mana, you will be able to cast forever.
Blood Ritual - 10% reduced mana cost probably the most efficient to save mana here.
Pierce the Veil - Best damage rune for any build, can make the mana tricky but there are other ways to deal with that.
Spiritual Attunement : Also an option here. I find it not as efficient as Blood Ritual though. If you remove Pierce the Veil this passive also seems like overkill.
Zombie Handler: Effectively another 5% damage buff and more sacrifice damage.
Tribal Rights: I used this for a while because I could not sustain Spirit Barrage cast with Pierce the Veil. This reduces your cooldowns which makes them more flexible. Reduces Summon Zombie Dogs below 30 seconds, or very close to it at least, so you can keep Provoke the Pack up forever instead of just 2/3rd the time.
On mana: At first it seemed gear dependent to me, but there are plenty of things to play around with to manage the mana cost without changing your gear.
-Spirit Barrage: The Spirit Is Willing is probably the easiest way. Reduces your area and single target damage but could be well worth it.
-Play with your paragon levels. Max mana and resource cost reduction specifically. Decide if you want to lower your damage here or not.
-Play with your passives. Plenty of options above.
This already looks a lot like your build, just without acid cloud as an area bomb and more damage buffs instead of mana replenishment. I just find on champion packs and bosses I rather chain cast a spell doing 600% weapon damage with more sheet damage buffs than have to worry about mana and cast corpse bomb for 525% weapon damage. Again, my group damage ends up being a bit lower, but I have played solo with this build as well and the large single target damage still kills groups of mobs fairly quickly.