Like others have stated get things like your Armor up.
Don't worry about 24% movement on a firebats build, you'll want to have the ability to facetank over running quickly anyways in the end. Playing a cloud of bats build with barbs in game is usually a losing battle for the WD as the barbs will always have things feared causing you to need to move and re-cast, move re-cast reducing your overall efficiency in dealing out DPS...unless you have some barb friends who are kind enough to give up their precious echo for a run or two. Usually I'll make sure there is a monk pulling somewhere in the party if barbs are going to be involved.
Grotesques, Hulking Beasts, Savage beasts, and reflect can all be easily countered with well timed spirit walks. In areas like the weeping hollow, I'll be sure to get a nice healthy group of enemies to follow me into the battle where any of those types of enemies are that way I have a constant flow of enemies to steal life from to negate reflect, or enough enemies dying so that my spirit walk can be instantly re-activated by the time the first has run out. You just have to be more aware to the signs that a beast is going to charge, and you REALLY have to get familiar with the bursty glow reflect mobs will have before they full out activate it. With all your DPS buffs up you should be able to kill, or nearly have killed anything withing 2 spirit walks if they were popped back to back. It's all in the timing.
- 9/23/2013 4:53:34 PM Posted in: Witch Doctor: The Mbwiru Eikura
5/9/2013 12:53:04 AM
70+ I'd suggest.Posted in: Witch Doctor: The Mbwiru Eikura
Definitely doesn't sound like You have the 4 piece Zunimassa set, otherwise you'd have at least 60 (40 base +20 set). The second helpful perk of the set is the 10 mana per kill. As you're clearing out mobs you're getting little bits of mana back, and they do help in the long run.
Other factors would be your attack speed.
5/3/2013 3:55:18 PM
yeah, I'm 100% sure that the the crit for any independant enemy is based on the chance for each individual jump. Much like how Life on hit from Locust swarm doesn't proc per tick, but rather each time it jumps to a new enemy.Posted in: Witch Doctor: The Mbwiru Eikura
5/3/2013 3:42:32 PM
Locust swarms crit happens when it JUMPS to a new enemy. Much like Haunt...it either crits when it lands, and does more damage, or it does normal damage the entire range.Posted in: Witch Doctor: The Mbwiru Eikura
5/3/2013 11:16:45 AM
I think I posted in your thread on the battle net forum.Posted in: Witch Doctor: The Mbwiru Eikura
I'd be definitely up to going against your build some time, in a friendly little match
4/16/2013 4:47:43 AM
I wouldn't say Skorn is something that "Very Ultra Horribly wrong" to have on a WD.Posted in: Witch Doctor: The Mbwiru Eikura
There are plenty of capable 2 hander Witch Doctors out there, and in the grand scope of things, it really comes down to personal preference.
Also, Mana on gear can easily be supplemented through skills and passives, The only MANDATORY thing for a WD would be a 4 piece Zunimassa set.
Having the extra mana regen is nice, but there are ways to get around it. I currently ONLY have 4pce zunimassa supplying me with mana regen from gear, and I do mp 10 with no man issues at all, because my skills are able to support it (I've tested all the way to 1.80 attacks per second on this build).
To the OP:
To sum up the kind of stuff you should look for while gearing up, I would suggest the following provided you're going to continue with the Skorn set up.
Crit Chance and Crit Damage is even more key to a 2 hander build than it is to a 1h and mojo set up. The reason being is that, you're attacking much slower, so you want each of your hits to hit as hard as they possibly can. Ultimately in the end of your 2 hander build, you want to try and eek out as much of those two as you can on your gear.
Intelligence: This stat scales VERY well with the high average damage on your 2 hander, and will provide you with additional All Resistance, do not skimp on your main stat. Eventually you'll actually hit a point where a ruby will surpass an emerald in your skorn due to the scaling of int and average damage.
Average damage: Again, this will help your attacks be all that much more potent. Do not get Maximum damage pieces. aim for Minimum damage. or Ideally average damage range pieces.
As a WD using a 2hander, you leave yourself to being more vulnerable to being attacked due to the time it takes you to cast a skill, so you're going to really want to beef up your Defence
Armor: You're going to want to aim to have about 4k
Life: 55k+ would be a good goal, the more you can get without gimping yourself the better
Dexterity: This is a stat often missed by most Witch Doctors out there. Around 500+ dex is good to have, I usually like to suggest around 700. 700 Gives you roughly 25% chance to dodge attacks. What better way to mitigate damage than to not take it at all?
All Res: The more, the better. Try to aim for at least 550 for mid mp, and 650-700+ for high mp.
Hope this helps.
4/9/2013 1:48:02 PM
EHP goes deeper than just res all.Posted in: Witch Doctor: The Mbwiru Eikura
EHP is a total count of your Life Pool, Armor, Resistances, and even Dodge Chance.
Your EHP of 364k could do with seeing a boost, but not at the cost of 14k dps and 1.4k life. In fact, I think you're at the point where you might want to increase your life pool by about 10 to 15k. That should bring you to being well over a nice 400k EHP, and give you a nice life buffer in case you do get hit.
4/8/2013 9:19:14 PM
You have some misinformation in this video.Posted in: Witch Doctor: The Mbwiru Eikura
- Itemization doesn't have an exact timeline for when it's going to be implemented. This means, that the buffed legendaries, and changed drop rates wont be seeing 1.0.8
Witch Doctors AREN'T the weakest class. We're simply the hardest to understand and difficult to use. You could say we're an advanced player class, imo.
4/8/2013 5:10:10 AM
Vidrith is right about the skill set you have going on.Posted in: Witch Doctor: The Mbwiru Eikura
The DPS boost from pierce the veil is attractive, but if you're wanting to do higher mp levels at your current dps, you're going to have to increase your sustained damage output for elite mobs, and unfortunately PtV isn't the way to go about this.
First, I'm going to jump into your gear for a second here.
Your crit chance is starting to get up there, and that's good, unfortunately you have no crit damage to really back up those times you do crit. You're also lacking in average damage.
Average damage, Crit Chance, Crit damage, and high int will go a longer way than stacking IAS on a Witch Doctor. The reason being, is because NONE of our skills (outside of a zombie dog build) have any "break points" to meet, so Dot's wont "tick" faster over a given period of time, and pets wont attack faster either. You could say we're the slower, heavy crit and damage range focused int class of this game.
Now, I'm not sure what the EU Auction house is like, but a few things that I'm sure could be had for cheap would be to, replace the Litany with a decent unity and make up the all res in another slot. Replace the ias Zunimassa pox with one that has either some crit damage + average damage, or you can just do high int (120+) and say at least 35 average damage. Get gloves similar to yours, except replace the IAS with Crit Damage (would be a good idea to try and craft some). Replace your amulet with one that has Solid int, some Vit, Crit Chance, Crit damage, and average damage would be a bonus.
Note: avoid "Maximum damage" and target pieces with either xx - xx damage or minimum damage.
Fear not, if you don't have the gold to swap pieces, we can still make your WD be functional in the mp 4-5 range.
Maybe this build will work for you.
Welcome to the world of spirits, and one of the few passives that play nicely with attack speed, Rush of Essence.
This passive will make use of the 5 spirit skills in your arsenal, to keep mana incoming, for the times that you need to send out a quick burst of bears to knock down a big pack of enemies. The Tool-tip for Rush of essence isn't really complete, because it doesn't right out tell you that the passive stacks to hit upwards of 170 mana regen per second with every spirit skill you use, 4.9 mana regen at a time. Between that, and casting haunt on a couple enemies in the field, you shouldn't have any major issues with mana when you need to cast a steady stream of bears.
Your plan of attack with this build should look like this.
Spirit walk into a mob of enemies, and then cast Soul harvest, and proceed to mow down everything in front of you with a couple quick bears. From there you can tag a few enemies with haunt to get your 20.4 mana regen per enemy tagged + your 4.9 mana regen from rush of essence. Next, you can fire out a volley of spirits from spirit barrage dealing damage and yet again increasing your mana regen by 4.9 mana per cast, and follow up with bears whenever anything gets too close to you. You may have noticed the build doesn't have big bad voodoo, and the reason for this, is because of the 20% increased attack speed that the skill gives. You'd essentially break all the hard work to try and prevent you from going out of mana with the ias on your gear. Also, Mass confusion + Paranoia should do a decent enough job with it's 20% damage to the enemies in it's affected area :).
Hope this helps, sorry if anything seems a bit un-clear it's pretty late right now haha.
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