Slightly off topic... but does anyone know if you can still cast spells while in the spirit realm? This matters a lot in builds that rely on spirit walk with the mana regen rune.
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
This! I exactly think alike. CC will be less efficient in inferno, spirit walk won't. You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world.
By itself with a 15 sec cooldown, spirit walk is quite a drag because you don't get to abuse it much. But, when you have Grave injustice, you reduce the cooldown to make it spammable as much as you can. If you use thorn with it, you can escape into the spirit realm, leave behind the decoy which can return damage whilst you don't. Add to this some DOT and you got all you need for success. Gem all you can with life increase to furthermore increase the effectiveness of your decoy.
This is how i trully see me playing inferno. This decoy will act as one of my "pets" most of the time.
That's quite a nice strat. The only concern about this is that the 8 yard range of Grave Injustice is very short. Cant wait to see how much gold pickup radius you can stack on top tier gear to lower that Spirit Walk cooldown safely.
EDIT: I went on D3Inferno to see wich gear can have the gold_pickup affix. Was very pleased to see that all 8 defensive gears can have it at a min/max of 2-7. So maximum Gold_pickup is 56 yards!! This makes Grave Injustice and Circle of Life a 64 and 68 possible range respectively!!!
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
Just to give you an idea how fun this spirit build must be; here's what a standard rotation would look like:
1- A big mob is coming your way. Get as close as possible, Mass Confuse their A$$ and Harvest their Soul. Now let's say half of the mob is on your side for 12 seconds.
2- Spirit Walk out of danger to let your physical body act as a punching bag for the other half to fight. Meanwhile, the mobs on your side aggro them.
3- At a safe distance, Cast 1-2 Haunt and spray SpiritBarrage.
4- As soon as you're in trouble, cast Horrify!
5- Repeat step 3.
6- As soon as you're in trouble again, cast Soul Harvest for the slow and kite.
7- If it's not over yet, your Spirit Walk punching bag is up and should at least have one Zombie Dog spawned for distraction...gg.
As you can tell, a pure spirit build is all about field control. IMO, it's where the WD shines and will make this class so fun to play. Any input to make this build / rotation better would be appreciated.
Not quite sure that CC will be effective in inferno. Elites, champions and bosses will have alot of CC reduction. But if it still is effective i guess I'll just have to swap Hex for GotD.
IMO, the witch doctor might as well be the best support class for inferno. One might suppose that the best way to beat the highest difficulty will be to maximize group DPS. In that regard, the witch doctor is king. These are the two builds I came up with depending if the team comp has a wizard for heavy AoE or not.
http://www.youtube.com/watch?v=MN58opX1srY
The Blood Ritual combo might be usefull early but in the end game the 1% regain will be largely enough considering the massive health pool.
Other then that, thanks, gave me great ideas for new builds...theres so mush possibilties!
As for my favorite combos:
http://eu.battle.net/d3/en/calculator/witch-doctor#jU!!Yc
For a petless WD, when you cast Mass Confusion, Spirit Walk away leaving a punching bag for those not confuse to fight. Giving time for those on your side to aggro.
http://eu.battle.net/d3/en/calculator/witch-doctor#i!c!a
For co-op, 24 yard poison radius will effect most of the mob with only one cast.
http://eu.battle.net/d3/en/calculator/witch-doctor#..U!V!..c
Best defensive escape combo.
http://eu.battle.net/d3/en/calculator/witch-doctor#!aYT
Gear can give up to +56 yards gold/hg pick up radius, making these passives invaluabe.
http://eu.battle.net/d3/en/calculator/witch-doctor#hi!!ca
For co-op, Gives a AoE oriented WD a very large (28/24 yards) damage radius.
No one knows, but it's doubtfull.
That's quite a nice strat. The only concern about this is that the 8 yard range of Grave Injustice is very short. Cant wait to see how much gold pickup radius you can stack on top tier gear to lower that Spirit Walk cooldown safely.
EDIT: I went on D3Inferno to see wich gear can have the gold_pickup affix. Was very pleased to see that all 8 defensive gears can have it at a min/max of 2-7. So maximum Gold_pickup is 56 yards!! This makes Grave Injustice and Circle of Life a 64 and 68 possible range respectively!!!
http://d3inferno.com/
http://diablo.incgam...istance_Map.jpg
http://us.battle.net...dXUj!ZfV!YZbbcZ
Just to give you an idea how fun this spirit build must be; here's what a standard rotation would look like:
1- A big mob is coming your way. Get as close as possible, Mass Confuse their A$$ and Harvest their Soul. Now let's say half of the mob is on your side for 12 seconds.
2- Spirit Walk out of danger to let your physical body act as a punching bag for the other half to fight. Meanwhile, the mobs on your side aggro them.
3- At a safe distance, Cast 1-2 Haunt and spray Spirit Barrage.
4- As soon as you're in trouble, cast Horrify!
5- Repeat step 3.
6- As soon as you're in trouble again, cast Soul Harvest for the slow and kite.
7- If it's not over yet, your Spirit Walk punching bag is up and should at least have one Zombie Dog spawned for distraction...gg.
As you can tell, a pure spirit build is all about field control. IMO, it's where the WD shines and will make this class so fun to play. Any input to make this build / rotation better would be appreciated.
Was very happy too when someone on the us.btlnet forums post it. Auto-bookmarked.
http://diablo.incgam...istance_Map.jpg
Not quite sure that CC will be effective in inferno. Elites, champions and bosses will have alot of CC reduction. But if it still is effective i guess I'll just have to swap Hex for GotD.
Comp without a wizard will want the WD to have a AoE / support role:
http://us.battle.net...RjQU!heW!caaYbc
Comp with a wizard will need a WD focusing on a single target / support role:
http://us.battle.net/d3/en/calculator/witch-doctor#geRjQU!hWU!YZaYbc
The damage buff / debuff of Big Bad Voodoo and Mass Confusion adds up to 56% additionnal damage taken by hells minions. Any thoughts?