3/14/2014 11:03:49 AM
Going for LoB (Life on Block), Life Regen, and Life on Hit. I figure the diamonds & Law of Justice will take care of my resists.http://www.d3head.com/calculator/skill#zMczupc8VzGGK8czoLM8czrsq8VzGJp8czEmF8zuyB8zC4d8zTuE8zTioPosted in: Crusader: The Church of Zakarum
3/12/2014 10:25:18 PM
Changed up my build some:http://www.d3head.com/calculator/skill#zMczupc8VzGGK8czoLM8czrsq8VzGJp8czEmF8zuyB8zC4d8zTuE8zTioPosted in: Crusader: The Church of Zakarum
3/12/2014 1:06:09 PM
This build is based around shield blocking and life regen:Posted in: Crusader: The Church of Zakarum
Punish - Generate 8 Wrath per attack; Strike your enemy for 140% weapon damage and gain Hardened Senses, increasing your block amount by 50% for 5 Seconds.
Rebirth rune - When you block with Hardened Senses active, your Life per Second is increased by 1811 for 2 seconds.
Slash - Generate: 8 Wrath per attack; Ignite the air in front of you, dealing 140% weapon damage as fire.
Guard rune - Your armor is increased by 5% for every enemy hit. This effect can stack up to 5 times.
1 - Sweep Attack - Cost: 20 Wrath; Sweep a mystical flail through enemies up to 18 yards before you, dealing 500% weapon damage.
Holy Shock rune - For every enemy hit, you will heal for 755 Life.
2 - Blessed Shield - Cost: 20 Wrath; Hurl a celestial shield at enemies, dealing 380% weapon damage and 100% of shield Block Amount as damage. The shield will ricochet between 3 nearby enemies.
Divine Aegis rune - When your shield hits an enemy your Armor is increased by 5% and Life Regeneration is increased by 5% for 4 seconds.
3 - Provoke - Cooldown: 20 Seconds; Generate: 30 Wrath; Taunt all nearby enemies and instantly generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for 4 seconds.
Hit Me rune - For 4 seconds after casting Provoke your Block chance is increased by 50%.
4 - Laws of Justice - Cooldown: 30 Seconds; Active: Empower the Law, granting you and your Allies 325 increased resistance to all elements for 5 seconds. Passive: Recite the law increasing your and your allies resistance to all elements by 130.
Faith's Armor rune - Active: Empowering the Law also surrounds you and your allies with shields of faith. The shields absorb 7547 incoming damage, expiring once that amount of damage is reached.
1 - Heavenly Strength - You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. Your maximum movement speed is reduced by 10%
2 - Renewal - Whenever you successfully block, you gain 4528 Life.
3 - Insurmountable - When surrounded by 4 or more enemies within 12 yards, your block amount is increased by 30%. Block amount is granted by shields.
4 - Iron Maiden - Gain 48966 Thorns.
Diamonds (+ resist in all gear but helm and weapon), Ruby in helm for exp boost, & Amethyst in weapon for + to life on hit.
3/12/2014 8:07:52 AM
I just wish there was a long range, physical, high damage dealing spell that didn't devour mana. Vampire bats are great for damage, but I just like to be as far away from the mobs as possible and Ghost Bomb doesn't do enough damage, but great range. Using a spirit type build I can do that. Sadly that means no fetishes.http://us.battle.net/d3/en/calculator/witch-doctor#egRUYT!Wdf!ZaacccPosted in: Witch Doctor: The Mbwiru Eikura
3/7/2014 9:24:52 PM
I use Spirit Barrage w/ the rune that gives you back mana per attack, alongside the Rush of Essence passive that gives mana back for each spirit ability used (Spirit Barrage being among them). I use a build that allow me to cast that indefinitely. The spell has a very long range, high damaging, and goes through walls and over wallers' walls.Posted in: Witch Doctor: The Mbwiru Eikura
Here's my profile with said spec:http://us.battle.net/d3/en/profile/heavendenies-1161/hero/3415138
3/4/2014 12:39:36 PM
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!ZaacccPosted in: Witch Doctor: The Mbwiru Eikura
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.
3/4/2014 12:34:01 PM
Posted in: Witch Doctor: The Mbwiru Eikura
Correct, as far as Haunt and Locusts go.Quote from gutpik
what about damage? if it was lets say 5k per sec\tick, then it continue do same amount ie 5k per sec\tick?
3/4/2014 8:18:49 AM
It makes Haunt and Locusts last about 5 minutes. I'm not 100% sure how that effectsPiranhas, so I won't say.Posted in: Witch Doctor: The Mbwiru Eikura
2/26/2014 11:46:21 PM
I've found that while 80% of my build doesn't change, the 20% that does makes a huge enough difference that changes my gameplay. This is on Torment 3 with a full party.Posted in: Witch Doctor: The Mbwiru Eikura
Build for normal farming (Single target/AOE):http://us.battle.net/d3/en/calculator/witch-doctor#RbdUYT!YdV
I don't find that much gets past with dogs, Garg, & while I'm not sure what type of dps the sycopants dish out - they're a great distraction for the other mobs.
Build for bosses (single target): http://us.battle.net/d3/en/calculator/witch-doctor#egdUYT!Ydf!cacccc
Pretty self-explanatory. I cast Haunt, nuke with Spirit Blast, & recast Haunt after 6 seconds. Between "Rush of Essence (passive)", "Draining Spirit (Haunt rune)", & "The Spirit is Willing (Spirit Blast rune) I never run out of mana.
2/26/2014 8:38:20 AM
So since we can change our builds without receiving a penalty, due to there no longer being Nephalem stacks. Should we not have a specific build for a specific task? Like a build for bounties (Single target/AOE), Rifts (???), & Key wardens (single target).Posted in: Witch Doctor: The Mbwiru Eikura
This is the build I used for Key Wardens & normal farming: http://us.battle.net/d3/en/calculator/witch-doctor#RbdUYT!Vda!cbcccc
If you have any input on how I can improve the build or have suggestions of your own, please share them. Also, let us know what difficulty you're on. I, myself, am on Torment II w/ a full group.
I look forward to seeing all the builds and ideas. Happy hunting.
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