I am sorry for the lack of updates on my part. I have stopped playing my witch doctor for the time being and i've focused on my demon hunter instead. I had trouble playing with my barbarian buddy as a WD seeing how none of my builds are working past act 2 and so i tried a different damage dealer. I'll get back to this thread with more info after WD has been buffed in some manner and analyse how the build can work more optimally.
Seeing how blizz is taking steps towards balancing some stuff lately i'm hoping for this change to come realy soon.
It's a shame i cannot play my favourite class when it's not as effective as the rest.
- 7/4/2012 5:35:50 PM Posted in: Witch Doctor: The Mbwiru Eikura
6/27/2012 7:05:49 PM
The missing cooldowns realy seem to hurt at times. This build seemed to work fine on act one but now that they fixed zombie bears i'm back to using that build. Act 2 made SB invaluable against the wasp like monsters that fly around making hitting them with bears and splinters a hard task, however i kind of miss jungle fortitude and spirit vessel. No matter how tanky you get, or how good you are, shit will happen and you'll need something to fall back on. SB does need a small buff to become more viable but i'm kind of afraid that it will replace splinters if made so.Posted in: Witch Doctor: The Mbwiru Eikura
The whole pain of inferno pretty much stomps the idea of changing skills around. SB and splinters are both amazing skills against different circumstances. Using splinters against hardhitting mobs you need to kite and going SB against hard to hit targets would make the witch doctor so much more viable and fun to play. However nephalem valor makes you wanna keep one build that works at most times. It's a tax we shouldn't have to pay if we want to adapt. It would make the game so much more interesting after all. I never understood why blizzard did this in the first place. It's not like it's slowing down progression or anything. It only makes the game more mundane and condemns several abilities to becoming unusable.
6/23/2012 6:14:29 PM
I'm pretty sure this counts as cheating. I'd rather not test blizzard's temper. They tend to ban without a care even if it's their fuckup.Posted in: Monk: The Inner Sanctuary
6/22/2012 4:40:31 PM
The spirit is willing is kind of a waste. You have no other form of Aoe other than grasp or wall.Posted in: Witch Doctor: The Mbwiru Eikura
Also i tried the build solo on some mobs. It worked great to my surprise even if i forgot to bring my templar with me. Scoot and shoot is very viable with this spell, you can choose your target at any time as long as it's following you meaning you aren't simply smacking anything you can while running for dear life, but rather taking down the most important targets. If you are being chased the other three spirits will deal pretty solid 90% of your damage on random targets.
If you find yourself dying on bosses or having trouble with survivability you can always sack Rush of essence for spirit vessel. If you're on a boss, chances are that you are moving a lot, letting your mana regen way faster since you're not spending it. However the downside is that you will lose your overall burst.Nevertheless, most bosses will 1 shot you in inferno anyway making this passive your only get out of jail card. Well, that and spirit walk.
I wouldn't recomment chainging PTV for anything. You might as well go back to splinters if you change that passive.
The largest downside of this build is that you can't break down the environment as easily. Other than that it's more efficient than zombie bears and way funnier to use than splinters.
6/22/2012 1:23:52 PM
Tried the build on a buther run with a fellow barb. The damage was realy good, however i was realy fragile and had to time my cooldowns perfectly. I filled the extra slot with horrify for this run and exchanged grasp for hex.. A solo try is now in order, might also try exchanging rush of essence for spirit vessel.Posted in: Witch Doctor: The Mbwiru Eikura
6/22/2012 8:38:49 AM
Hey everyone. After looking up some threads i noticed there is no spirit barage build thread or at least no spirit barage build that is being used at the moment.Posted in: Witch Doctor: The Mbwiru Eikura
Since zombie bears is just too risky to use from up close and certain mobs have high avoidance or do not allow poison darts to hit them properly (wallers/shielded minions) i thought i'd make one. It worked fine on hell for the most part.
Here's the build:
-Well of souls is simply the best rune for packs or adds, even though you need to be up close to do so it's better than nothing. The rest are pretty lacking or useless. If you want survivability phlebotomise can be useful although only bosses since single the heal isn't all that great and it's best used on spike damage rather than burst damage.
-Grasp of the dead is just too good to ignore on most builds. If you find yourself doing well without it take any spell you find useful. Hex is also a good choice here since many packs are simply too fast or too bursty.
-Spirit walk/soul harvest are simply a must have. I take honored guest due to the fact that you will get oomed if you miss a cooldown, and siphon is better than a healthpot on big packs. The damage increase is incredible as well.
-Wall of zombies with barricade is one of the best spells a witch doctor can have. If you manage to place it right that is. The damage is good on an aoe basis and barricade means that any larger than normal choke point can instantly become a deathtrap for enemies.
Lastly you can chose any spell you like, i put mass confusion simply for demonstration purposes. It's a long cooldown but it can work in many occasions. Feel free to replace it with any cooldown you see fit. Here's some input nevertheless:
-Big bad voodoo is simply too stationary. When kiting or during a boss you won't be able to stay in the area much unless you have a party which again renders it useless when there is a deathzone on the aoe. Rain dance is useless as the spell isn't as mana hungry as it looks and you have enough regen stacked from your passives.
-Hex is a very good choice, although you'll need to renew the CD pretty often so watch your mana if you are going with it. I usually just sack grasp of the dead if i'm in a party or i can manage on my own.
-Horrify is also on a short CD but it can be life saving on clutch situations and the extra armor from frightening aspect is realy good too.
-Gargantuan dies to fast, forget it.
-Fetish army is a spell that is often overlooked. The AI is a little displeasing as far as i am concerned but it can work as a distraction for you to set up or for the extra damage since they mess up with the enemy AI. Legion of daggers improves the longevity of the spell since the fetishes won't die as fast. Don't choose any other rune as it's just not worth it. The cooldown could be of use but i'd rather have more fetishes out. Head hunters allows for more dps from this ability but still the fetishes die fast and you want them to be a distraction.
-As for passives i use PTV in conjuction with rush of essence. Spirit walk and soul harvest are going to be spammed during the whole encounter on every cooldown. Horrify and mass confusion also benefit this passive and will also be used on every cooldown, otherwise vision quest won't work with this build.
-Of course the build has many downsides. It's low on survivability so you'll need a tank in your party or wish your templar doesnt get 2 shot as often. Use your cooldowns well and kite kite kite.
I'm going to try it out tonight to confirm its usability on inferno.
Any input on how to improve it would be appreciated.
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