This is a build I would love to play with a witch doctor.
Skills:
The Searing locusts and Acid rain for wide and multiple Fire and poison Damage.
Siphon For Life Regen and also intelligence increase.
Restless Giant (tank minion), Legion of Daggers (overwhelming numbers), and Leeching Beasts (life steal) will be my minions to assist in controlling area and reducing heat from my witch doctor.
Passive Skills:
Zombie Handler for the extra zombie dog plus the increased health for them and the gargantuan.
Fierce Loyalty: giving my massive army all my regen and thorns items making them much more effective taking and dealing damage.
Vision Quest: Restless Giant, Legion of Daggers, Leeching Beasts have long cooldown and using siphon often will make 4 skills on cooldown most of the time, making mana regen very quick allowing my to keep using acid rain and searing locusts (both high cost mana skills) without worrying about my mana running out.
This build would allow me to have a robust army of fetishes, zombie dogs and gargantuan to keep the most damage away from my witch doctor and benefiting form my health regen and thorns items, but also allowing me to heal with siphon if i get into trouble and attack from a distance mainly with acid rain and searing locust providing wide and ongoing fire and poison damage. I am able to keep a high mana regen almost contantly with vision quest and all the cooldowns from my minion skills and siphon.
This Barbarian build is all about using versatile, synergistic skills, and powerful cooldowns to control your enemies with stuns and destroy them with critical hits.
Minimal reliance on Fury: Hammer of the Ancients and Wrath of the Berserker are the only two skills that cost fury. This should allow you to Wrath on cooldown and use Hammer for killing blows on enemies. Overpower and Earthquake (runed) are Fury-free abilities that can be used often to increase DPS.
Criticals: The Ruthless and Weapons Master passives give a huge boost to critical hits, and if you are in Wrath of the Berserker mode, the boost gets even higher! With +Crit gear, you can be critting the majority of the time with Hammer of the Ancients. Overpower also works off your crits, giving you insane DPS if you get a crit streak.
Area of Effect skills. All of the damaging skills in this build are AoE. This allows you to tear through groups of enemies, especially if you are grouped with another character that can slow or group up monsters.
Stuns: Ground Stomp and the Thunderstrike rune for Hammer of the Ancients provide the AoE stuns. You can use the stuns for better positioning and survivability, and to control enemies to stay in your AoE skills.
I dream of playing Diablo 3 practically every night. Diablofans.com has been my morning bus ride read on my way to work. I've been playing with the new talent calculator on the d3 website, but no matter how much I play with it, I know by the time the game comes out and when my friends and I get to Inferno, my build is going to change probably alot... But here is one build that I's like to kill things with on the game that I have been waiting for a long time.
I really like GRENADES so, that will be my number one Hatred Generator, with the Rune (+3 Hatred) and Passive (+2 Hatred), I can gain 8 Hatred every time I use Grenade.
CHAKRAM is where the Demon Hunter's inner NINJA comes out. I love ninja stars, and with the Rune Twin Chakrams, it makes me DOUBLE happy :]
STRAFE and VAULT[runed] are good on the move/move out of the way damage dealing ablities. Also this is where the Demon Hunter's inner dancer comes out, Ballet/Jazz [Strafe] and Breakdancing [Vault]
Rain of Vengeance - Have you seen that move on the D3 website? YOU KNOW YOU'RE GONNA USE THAT EVERY CD! It looks awesome, good for killing things, and 30 secs is not that bad of a CD.
Spike Trap - Spike trap is awesome! You can put up to 3 of them down and they generate 4 hatred per trap!
PvE: Basically, I pop Mantra of Retribution and Serenity before fights, I then run into a large group of mobs with my team and hit Cyclone Strike, which pulls all enemies into attack me, while my comrades deal damage and i tank the monsters. I use Crippling Wave and Deadly Reach to build up my spirit when it is low, and I also use Breath of Heaven when me or my allies are low on health. I continually pop Cyclone Strike and Serenity through fights to get aggro and tank during the fight.
PvP: I do the same thing, I pop mantra and serenity before fights, I then run in against the enemy team, and start beating them with deadly reach and crippling wave, and when they start running away i use cyclone strike to pull them back and continually pop serenity throughout the fight so that i can tank the damage for my team. I also make sure to use Breath of Heaven if my team mates are low on health and make sure to keep aggro of the enemy team by using cyclone strike
that is a monk healing spec that i thought up while gazing thru the
monk skills. not sure those r the best passives, but i would totally
run this for a test drive if they can reach lvl 21 in beta xD
cuz unfortunately one of the skills requires lvl 21.. but hey,
its easy to run. mainly supposed to be a support type, but
i made it possible to do solo work too. hope u guys like my idea.
TL;DR (Red = Active Skill) (Green = Passive Skill )
I'm gonna use Grenade - Tinkerer as a Hatred generator
And Cluster Arrow - Shooting Stars as a Hatred spender and as my primary attack skill.
I'm combining those 2 Skills with the passive Grenadier to give me a boost to grenade for more hate generated and to make Cluster Arrow consume less.
For my suviability and more DPS i'm using Caltrops - Hooked Spines with what i combine Cull of the weak passive to a increase dmg vs slowed enemy. When Thing get dirty and as a quick hatred generator I use Smoke Screen - Deep Breath it allows me to escape and regain some hatred at the same time.
And as a last Passive i put Ballistics that will Up the Dmg of homing missile from cluster arrow.
The 2 skill remaining are skill that can be swap i'm still unsure if they will work with the rest of my build...
I put Preparation - Backup Plan to get Discipline quick when i'm in need to be able to cast a caltrop to slow enemy coming at me and to escape from a near death by casting smoke screen. Still unsure if it will be useful.
To conclude i put Strafe - Rocket Storm for more a AOE dmg. It got a good synergy with the passive ballistic because it shoot Rocket
This is my build that I am going to use for my main character, my Witch Doctor :wd:. I chose the abilities mainly for the fact that they all have to do with fire, and that if they don't have to do with fire I equipped them with runes that make them have to do with fire. But they also can serve me with utility. I'm sort of a pyro :Thumbs Up: But I think for PvE environments that this build will be very strong. Mainly because I have the summoning skills to be used as my tanks, Summon Zombie Dogs and Corpse Spiders (Which are both on fire), and I've got the ranged attacks that I can use to provide DPS on targets while my pets are killing the targets with Firebomb, and Locust Swarm (Which are also both on fire). But for when they get too close, I also have FIrebats (also on fire) to keep them at bay and drain their life so that if I am in trouble, I can quickly regain the health I lost from being at melee range. When it comes to bosses I got Gargantuan (...slightly not on fire... :o) with the Restless Giant rune so that if I really need a bigger tank than that of just four Zombie Dogs (AND WE'RE ON FIRE AGAIN. :D), I can summon up a boss of my own to take my hits for me (AND BURN THEM DOWN.). My passive skills are mainly revolving around buffing my (on fire) pets, so that they can stay alive in the massive battles (And light things on fire) and so that they can still kick out the DPS (With fire) I need to survive in the BURNING Hells. I think this build will provide me with much utility (And magical fire...ness), and will grant me the skills I need to vanquish my foes. Not to mention I get to set just about anything and everything on fire...Did I forget to mention that? :Thumbs Up:
This is my Wizard build for Inferno. The point is to deal a lot of damage and kill fast before the monster can get the change to kill you. In Inferno, we can expect monsters to be tough and have about either 2 resistences or 1 imunity. This build deals damage with many elements, so it's versatile and multi-purpose. The a few of the runes I use are just a standard, you can change them as you like.
Primary: Shock Pulse (Lighting Affinity): Lighting damage with arcane power generator. Also generates Flash of Insight fast because aech cast can hit up to 3 monsters.
Secondary: Ray of Frost (Snow blast): Frost damage with slow effect. Slow movement and attack speed a little bit. Gets more powerful as time passes channeling it.
Hydra (Mammoth Hydra): Fire damage in large area to anyone standing in that area.
Familiar (Sparkflint): Increases your spell damage and, supossely, deals some arcane damage.
Mirror Image (Mirror Mimics): Diverts attention from you and deals damage. I'm assuming it can only cast signature spells and low cost spells that have neither cooldowns nor summons that you have equipped.
Archon (Improved Archon): Acording to Blizzrad, the spells you can use in Arcon form are not improved versions of the ones you have equipped, but a set of spells only avalable in that form. I believe they deal either arcane dmg or physical dmg. With buffs from Familiar (and maybe Flash of Insight) it kills faster and increases it's duration. More armor and resistances always helps.
Passives:
Arcane Dynamo: Generates a buff, Flash of Insight, every time u use a signature spell. Always get 5 and then use a more powerful spell. I don't know if it works with spells like Mirror Image, Hydra or Magic Weapon. But the idea is atractive, isn't it.
Astral Presence: More Arcane Power and AP regeneration.
Evocation: It reduces cooldowns. Use Mirror Image and Archon more often.
"When hell comes to earth, who do you think is going to rule the place?"
"Mother ****ing Medusa"
The quote is paraphrased from my favorite movie of 2011. I love the name and I love the idea of a tough post-apocalyptic female survivor figure, which is of course very relevant to the Diablo series. Although Mother Medusa is a muscle car in the movie, for me, in Diablo 3, she's a barbarian, muscled and tough as HELL. A true tank. She will survive, damn it.
This is my Blood Barbarian build. He is based around several forms of health recovery as well as having a balanced build. If the build has too much healing and not enough damage for the higher difficulties I will easily be able to alter some rune skils around as needed.
Always played a melee class in Diablo, but for some reason, the wizard and the Demon Hunter look epic. But the Wizard will be my first build when I get the beta or for game release. I went with what I hope will be a combination of close range and distant AOE. Along with some CC action aswell. Ill prob change this build many times untill I get a feel for what works, but for now this looks good.
My PVE build for Damage Output(AOE), Mob Control using traps and esp for farming purposes
This will help me farm a lot thru nightmare and hell and if possible with best gears in inferno.
Rotation-style Build that attempts to put out consistently high AoE fire damage without suffering much single target DPS.
Hydra used to initiate/maintain Conflagration debuff on enemies > Spam Shock Pulse until 5/5 Flashes of Insight > Meteor Shower for over 1200% weapon damage > Repeat.
Diamond Skin with Galvanizing Ward is basically my version of a wizard self-heal.
Energy Armor solidifies the above defensive tactic and affords some room for close-range combat while adding damage potential with Pinpoint Barrier. The loss of 20 max RP is mostly irrelevant to the build.
Familiar adds to the idea of high consistent damage.
This is the wizard that I intend to play with, with focus on mana regen, and mass damage spells. The idea here is clean up with high DPS, while someone else tanks. Most of this damage will come through Meteor spamming and Disintegration. The rest of the skills are for defense, when soloing, and mana regen.
This is one of my builds for PvP as a Wizard, i still cant decide if i wanna go with monk or wizard but for this contest im gonna stick to what is used to play before (d2).
its basically all about good control mantaining the dmg high, keep in mind that this build is aimed for 3v3 arena with a barbarian and monk (with heals).
brief explanation on skill choice and runes.
Mouse Skills:
Magic Missile - Attunement: ok dmg and ap regen, free to cast.
Ray of Frost - Good dmg and slow, for control and kiting.
AB Skills:
Frost Nova - Bone Chill: pure crowd control with dmg enhancer.
Teleport - Reversal: Kiting ability, with the component of of reversal to double kite a melee class. this is more of a choice and i can think of very fun offensive uses for this as well.
Meteor - Comet: Pure dmg and with the comet component, a nice slow too. i can see this ability doing a lot of dmg since most of the time the target is gonna be rooted in place or slowed into oblivion.
Archon - Slow Time: enhanced abilities, more armor and with another slow with the addition of slow time. Very good CD.
Passive Skills:
Black Ice: Simple, more dmg for ray of frost and meteor.
Evocation: CD reduction, very important for a caster. That means more teleport, more novas and more archon.
Illusionist: This is more a personal choice, but against melee this could be awesome.
Passive 1: Arcane Dynamo
Passive 2: Black Ice
Passive 3: Paralysis
I tried to include as many diablo 2 spells as I could so I can compare from the very beginning (chain lightning, teleport, hydra). The others just sound really cool! Please give me a beta key, it would make working through spring break way more fun!
The build revolves around MOAR ENERGY TWISTERS. Magic missile is runed to generate more AP, allowing you to spam more twisters. Stormchaser rune on energy twister then causes magic missile to fire more energy twisters !
Slow time provides both an offensive and defensive cd by slowing monsters into a clump to be hit by twisters while teleport and energy armor provide mobility and passive defenses. Familiar is runed to be a straight up damage increase.
Temporal flux provides even more snaring while astral presence compensates for the maximum AP loss from energy armor and provides vital AP generation. Arcane dynamo is a suitable 3rd passive since both the signature and energy twister will be used often
This build looks rather promising to me. It would be rather slow and instable at first but would become extremely powerfull after decreasing your spell cooldowns with "grave injustice".
- No mana problems thanks to spirit walk
- Good dots from LS and GOTD
- Healing with soul harvest
- Horrify to scatter the foes and get out of trouble
- Wall of zombies pile on for mega damage
Basically, the goal is to first try and reduce your cooldowns as much as you can. After killing 15 mobs, you are basically unstoppable.
- No cd on spirit walk. Every 2 seconds, you can just use SW and gain 249 mana at lvl60.
- No cd on SH. You can heal as much as you want to as long as there are mobs near.
- No cd on GOTD. You can keep ennemies movement very low.
- Short cd on fear. You can always get out of trouble.
- Short cd for zombie wall. Awesome damage output. If you ever kill 25 mobs, you can start spamming ZW for constant 800% damage and use SW every time you get low on mana.
AOE and Life gain, with some other cool stuff, proabably what I would try out first, just because thats how I feel a barbarian should be, smashing as many faces at once as possible...
This is a build I would love to play with a witch doctor.
Skills:
The Searing locusts and Acid rain for wide and multiple Fire and poison Damage.
Siphon For Life Regen and also intelligence increase.
Restless Giant (tank minion), Legion of Daggers (overwhelming numbers), and Leeching Beasts (life steal) will be my minions to assist in controlling area and reducing heat from my witch doctor.
Passive Skills:
Zombie Handler for the extra zombie dog plus the increased health for them and the gargantuan.
Fierce Loyalty: giving my massive army all my regen and thorns items making them much more effective taking and dealing damage.
Vision Quest: Restless Giant, Legion of Daggers, Leeching Beasts have long cooldown and using siphon often will make 4 skills on cooldown most of the time, making mana regen very quick allowing my to keep using acid rain and searing locusts (both high cost mana skills) without worrying about my mana running out.
This build would allow me to have a robust army of fetishes, zombie dogs and gargantuan to keep the most damage away from my witch doctor and benefiting form my health regen and thorns items, but also allowing me to heal with siphon if i get into trouble and attack from a distance mainly with acid rain and searing locust providing wide and ongoing fire and poison damage. I am able to keep a high mana regen almost contantly with vision quest and all the cooldowns from my minion skills and siphon.
http://us.battle.net/d3/en/calculator/barbarian#bZXUgP!ZYS!ZYZZbb
There are several main themes to the build:
Minimal reliance on Fury: Hammer of the Ancients and Wrath of the Berserker are the only two skills that cost fury. This should allow you to Wrath on cooldown and use Hammer for killing blows on enemies. Overpower and Earthquake (runed) are Fury-free abilities that can be used often to increase DPS.
Criticals: The Ruthless and Weapons Master passives give a huge boost to critical hits, and if you are in Wrath of the Berserker mode, the boost gets even higher! With +Crit gear, you can be critting the majority of the time with Hammer of the Ancients. Overpower also works off your crits, giving you insane DPS if you get a crit streak.
Area of Effect skills. All of the damaging skills in this build are AoE. This allows you to tear through groups of enemies, especially if you are grouped with another character that can slow or group up monsters.
Stuns: Ground Stomp and the Thunderstrike rune for Hammer of the Ancients provide the AoE stuns. You can use the stuns for better positioning and survivability, and to control enemies to stay in your AoE skills.
I really like GRENADES so, that will be my number one Hatred Generator, with the Rune (+3 Hatred) and Passive (+2 Hatred), I can gain 8 Hatred every time I use Grenade.
CHAKRAM is where the Demon Hunter's inner NINJA comes out. I love ninja stars, and with the Rune Twin Chakrams, it makes me DOUBLE happy :]
STRAFE and VAULT[runed] are good on the move/move out of the way damage dealing ablities. Also this is where the Demon Hunter's inner dancer comes out, Ballet/Jazz [Strafe] and Breakdancing [Vault]
Rain of Vengeance - Have you seen that move on the D3 website? YOU KNOW YOU'RE GONNA USE THAT EVERY CD! It looks awesome, good for killing things, and 30 secs is not that bad of a CD.
Spike Trap - Spike trap is awesome! You can put up to 3 of them down and they generate 4 hatred per trap!
Here's a link to my build.
http://us.battle.net...dkTV!bge!aaYZcb
GOOD LUCK TO ALL WHO ARE POSTING FOR THE BETA KEY CONTEST.
So basically my build is for both PvE and PvP.
PvE: Basically, I pop Mantra of Retribution and Serenity before fights, I then run into a large group of mobs with my team and hit Cyclone Strike, which pulls all enemies into attack me, while my comrades deal damage and i tank the monsters. I use Crippling Wave and Deadly Reach to build up my spirit when it is low, and I also use Breath of Heaven when me or my allies are low on health. I continually pop Cyclone Strike and Serenity through fights to get aggro and tank during the fight.
PvP: I do the same thing, I pop mantra and serenity before fights, I then run in against the enemy team, and start beating them with deadly reach and crippling wave, and when they start running away i use cyclone strike to pull them back and continually pop serenity throughout the fight so that i can tank the damage for my team. I also make sure to use Breath of Heaven if my team mates are low on health and make sure to keep aggro of the enemy team by using cyclone strike
that is a monk healing spec that i thought up while gazing thru the
monk skills. not sure those r the best passives, but i would totally
run this for a test drive if they can reach lvl 21 in beta xD
cuz unfortunately one of the skills requires lvl 21.. but hey,
its easy to run. mainly supposed to be a support type, but
i made it possible to do solo work too. hope u guys like my idea.
I call It ROCKET MAN.
http://www.youtube.com/watch?v=1GAKOLOnfV4
http://us.battle.net...jdYh!cgh!aZbYac
TL;DR (Red = Active Skill) (Green = Passive Skill )
I'm gonna use Grenade - Tinkerer as a Hatred generator
And Cluster Arrow - Shooting Stars as a Hatred spender and as my primary attack skill.
I'm combining those 2 Skills with the passive Grenadier to give me a boost to grenade for more hate generated and to make Cluster Arrow consume less.
For my suviability and more DPS i'm using Caltrops - Hooked Spines with what i combine Cull of the weak passive to a increase dmg vs slowed enemy. When Thing get dirty and as a quick hatred generator I use Smoke Screen - Deep Breath it allows me to escape and regain some hatred at the same time.
And as a last Passive i put Ballistics that will Up the Dmg of homing missile from cluster arrow.
The 2 skill remaining are skill that can be swap i'm still unsure if they will work with the rest of my build...
I put Preparation - Backup Plan to get Discipline quick when i'm in need to be able to cast a caltrop to slow enemy coming at me and to escape from a near death by casting smoke screen. Still unsure if it will be useful.
To conclude i put Strafe - Rocket Storm for more a AOE dmg. It got a good synergy with the passive ballistic because it shoot Rocket
Thx for the chance you give us to win a Beta Key.
http://us.battle.net/d3/en/calculator/wizard#eSjiOm!ghf!YcZYac
http://us.battle.net/d3/en/calculator/witch-doctor#ehYTVb!WTa!ccYZZc
Primary: Shock Pulse (Lighting Affinity): Lighting damage with arcane power generator. Also generates Flash of Insight fast because aech cast can hit up to 3 monsters.
Secondary: Ray of Frost (Snow blast): Frost damage with slow effect. Slow movement and attack speed a little bit. Gets more powerful as time passes channeling it.
Hydra (Mammoth Hydra): Fire damage in large area to anyone standing in that area.
Familiar (Sparkflint): Increases your spell damage and, supossely, deals some arcane damage.
Mirror Image (Mirror Mimics): Diverts attention from you and deals damage. I'm assuming it can only cast signature spells and low cost spells that have neither cooldowns nor summons that you have equipped.
Archon (Improved Archon): Acording to Blizzrad, the spells you can use in Arcon form are not improved versions of the ones you have equipped, but a set of spells only avalable in that form. I believe they deal either arcane dmg or physical dmg. With buffs from Familiar (and maybe Flash of Insight) it kills faster and increases it's duration. More armor and resistances always helps.
Passives:
Arcane Dynamo: Generates a buff, Flash of Insight, every time u use a signature spell. Always get 5 and then use a more powerful spell. I don't know if it works with spells like Mirror Image, Hydra or Magic Weapon. But the idea is atractive, isn't it.
Astral Presence: More Arcane Power and AP regeneration.
Evocation: It reduces cooldowns. Use Mirror Image and Archon more often.
http://us.battle.net/d3/en/calculator/barbarian#XYiSRP!bVT!abbbaY
"When hell comes to earth, who do you think is going to rule the place?"
"Mother ****ing Medusa"
The quote is paraphrased from my favorite movie of 2011. I love the name and I love the idea of a tough post-apocalyptic female survivor figure, which is of course very relevant to the Diablo series. Although Mother Medusa is a muscle car in the movie, for me, in Diablo 3, she's a barbarian, muscled and tough as HELL. A true tank. She will survive, damn it.
This is my Blood Barbarian build. He is based around several forms of health recovery as well as having a balanced build. If the build has too much healing and not enough damage for the higher difficulties I will easily be able to alter some rune skils around as needed.
Here is the link to my build:
http://us.battle.net/d3/en/calculator/wizard#dZgilk!gTZ!cbcbZc
Thanks for the chance to win a beta key!
http://us.battle.net...VYQk!acY!aZcaYZ
My PVE build for Damage Output(AOE), Mob Control using traps and esp for farming purposes
This will help me farm a lot thru nightmare and hell and if possible with best gears in inferno.
Thanks Diablofans and more power
Rotation-style Build that attempts to put out consistently high AoE fire damage without suffering much single target DPS.
Hydra used to initiate/maintain Conflagration debuff on enemies > Spam Shock Pulse until 5/5 Flashes of Insight > Meteor Shower for over 1200% weapon damage > Repeat.
Diamond Skin with Galvanizing Ward is basically my version of a wizard self-heal.
Energy Armor solidifies the above defensive tactic and affords some room for close-range combat while adding damage potential with Pinpoint Barrier. The loss of 20 max RP is mostly irrelevant to the build.
Familiar adds to the idea of high consistent damage.
http://us.battle.net...jQlk!Xcd!ZZYZab
This is the wizard that I intend to play with, with focus on mana regen, and mass damage spells. The idea here is clean up with high DPS, while someone else tanks. Most of this damage will come through Meteor spamming and Disintegration. The rest of the skills are for defense, when soloing, and mana regen.
http://us.battle.net/d3/en/calculator/wizard#acYjQm!Wgd!YZcYYY
its basically all about good control mantaining the dmg high, keep in mind that this build is aimed for 3v3 arena with a barbarian and monk (with heals).
brief explanation on skill choice and runes.
Mouse Skills:
Magic Missile - Attunement: ok dmg and ap regen, free to cast.
Ray of Frost - Good dmg and slow, for control and kiting.
AB Skills:
Frost Nova - Bone Chill: pure crowd control with dmg enhancer.
Teleport - Reversal: Kiting ability, with the component of of reversal to double kite a melee class. this is more of a choice and i can think of very fun offensive uses for this as well.
Meteor - Comet: Pure dmg and with the comet component, a nice slow too. i can see this ability doing a lot of dmg since most of the time the target is gonna be rooted in place or slowed into oblivion.
Archon - Slow Time: enhanced abilities, more armor and with another slow with the addition of slow time. Very good CD.
Passive Skills:
Black Ice: Simple, more dmg for ray of frost and meteor.
Evocation: CD reduction, very important for a caster. That means more teleport, more novas and more archon.
Illusionist: This is more a personal choice, but against melee this could be awesome.
Thats it, i hope u like it :).
Quikz
Primary: Chain Lightning
Secondary: Intensify
Defensive: Calamity
Arcane: Mammoth Hydra
Conjuration: Sparkflint
Masetery: Improvd Archon
Passive 1: Arcane Dynamo
Passive 2: Black Ice
Passive 3: Paralysis
I tried to include as many diablo 2 spells as I could so I can compare from the very beginning (chain lightning, teleport, hydra). The others just sound really cool! Please give me a beta key, it would make working through spring break way more fun!
The build revolves around MOAR ENERGY TWISTERS. Magic missile is runed to generate more AP, allowing you to spam more twisters. Stormchaser rune on energy twister then causes magic missile to fire more energy twisters !
Slow time provides both an offensive and defensive cd by slowing monsters into a clump to be hit by twisters while teleport and energy armor provide mobility and passive defenses. Familiar is runed to be a straight up damage increase.
Temporal flux provides even more snaring while astral presence compensates for the maximum AP loss from energy armor and provides vital AP generation. Arcane dynamo is a suitable 3rd passive since both the signature and energy twister will be used often
http://us.battle.net/d3/en/calculator/witch-doctor#hRkUWZ!eSY!cZYZaa
This build looks rather promising to me. It would be rather slow and instable at first but would become extremely powerfull after decreasing your spell cooldowns with "grave injustice".
- No mana problems thanks to spirit walk
- Good dots from LS and GOTD
- Healing with soul harvest
- Horrify to scatter the foes and get out of trouble
- Wall of zombies pile on for mega damage
Basically, the goal is to first try and reduce your cooldowns as much as you can. After killing 15 mobs, you are basically unstoppable.
- No cd on spirit walk. Every 2 seconds, you can just use SW and gain 249 mana at lvl60.
- No cd on SH. You can heal as much as you want to as long as there are mobs near.
- No cd on GOTD. You can keep ennemies movement very low.
- Short cd on fear. You can always get out of trouble.
- Short cd for zombie wall. Awesome damage output. If you ever kill 25 mobs, you can start spamming ZW for constant 800% damage and use SW every time you get low on mana.
http://us.battle.net...XhUP!dgS!YbZcab
Thanks.