Build Guide
** This guide is for those of you who do not have SMK and TnT yet!!! In the case that you do have these two, the passives change etc..**** Update on the build answering questions with this video**
**Most recent update below 10-24-14**
https://www.youtube.com/watch?v=1gIySeV_aeg&feature=gp-n-y&google_comment_id=z13kxbyw4pehix50522avpzhfp2gwnl1i
https://www.youtube.com/watch?v=1uYGHaxtrec
Hey guys MikeyMADZ here, and today I am sharing with you my zdps speed lock WD build. So what is this build good for you may ask? Well lets see!!
Legendary Gems:
- Gem of Efficacious Toxin- This gem is easily a must, at rank 25 it boost party damage by 10%, horrify also procs this it is a must have!
- Moratorium- Not a bad choice, it can help slow damage you take, and improve reaction time with spirit walk! However in higher GR damage becomes so high it really does you no good.
- Bane of the trapped- I know it may seem odd, but through more play testing it provides you with a AOE slow and in turn can proc the dps trapped damage. I would say this is a must have!
- Gogok of swiftness- After more play testing I feel this gem is a must and it procs from Horrify! The cool down allows you to spam more skills. This is a must have!
Last Breath -This weapon is super good for this support build, if you can get 10% CDR and 20 second CD on mass confusion you are set. Being able to spam Mass Confusion-Paranoia is a huge damage boost for you and your party by 20%, and it gives you 12 seconds of confuse on mobs, including elite packs. That means they take more damage and fight for you!
(If you can get a SMK use that, and drop locust and put mass confusion in its place, as well as putting FA in place of the old MC slot. This will allow you to perma voodoo, it works great on boss fights!)
Hwoj - Is really good for putting a 60-80% slow on any enemy hit by locust, in conjunction with the creeping death passive, this will last for 5 minutes! Not a bad cc ability at all it is a very good belt for this build. I like to spam Piranhas-Wave of Mutilation in combo with this slow to allow my self to hit as many mobs as possible to stack the 15% damage boost from piranhas as well as proc the Strongarm Bracers giving each person in the party 20-30% more damage on top of that, and another 10% from toxic gem! ** (If you have SMK and drop locust use Vigalante Belt or Blackthorne's Belt) **
*(Note, sometimes it is better to use piranhado to group the mobs up to make full use of DH immolation arrow!)*
Rechel's Ring of Larceny - Is amazing for boosting your speed when you fear a mob which is all the time, this will allow you to cover more ground allowing you to keep larger packs of mobs locked down for a greater desired time. Just today I kept 3 packs perma locked and removed all elite affixes from the fight by running back and forth. Speed is also great to get to party members to drop Big Bad Voodoo on them. Giving the party 30% more damage and 20% AS and 20% move speed is nothing to laugh about.. Next Storm shield was a nice choice for me because it rolled 10% elite damage reduction, 97 all resist, has high block chance apart from most shields in the game, and rolled a 46.8% melee damage reduction secondary. This shield is huge for damage reduction.
PASSIVES
- Spirit Vessel - Gives you more cool down on spirit walk, and a death save passive. Super good.
- Grave Injustice - Heals you for 1% max life and mana when mobs die, also gives 1 second cool down on all skills.
- Tribal Rites - 25% more CDR on everything that is important in this build... Too good to pass up.
- Creeping Death - Can be changed sometimes I like to use Bad medicine in its place. But the 5 min slow is nice as well as piranhas 15% damage buff lasting 5 minutes.
This build is great for cc and party damage ramp. On the gear guys use anything that has Int, Vit, all resist, or armor as well as CDR. Get % damage reduction in 2ndary if you can. Helm is a must for this build to work, a lot of the other items are optional. I went with the Born's and the Captain Crimson's for the boosted CDR. Gloves can be anything you desire, I strongly suggest the amulet with lightning immune.For regular gems use all resist or vit, I prefer vit.
**(Did some play test with 3 set Blackthorne's and it works great with the 4 set and negating more damage in higher GR!!)**
PARAGON
- CORE -Max % move speed to the desired amount, then boost vit as much as you can.
- OFFENSE - CDR all the way, the rest are whatever, don't really need AS at all boost last.
- DEFENSE- I prefer to do % life, armor, then AR. Life regen last, however do what is needed and whatever you lack.
- UTILITY - Resource cost reduction first, the rest up to you
This build if played right can boost party damage up to 105%!!! That is huge damage boost for a party, if they are using bane of the trapped it is even more considering you perma cc everything.
I hope I covered everything guys, if you have any questions let me know! I play daily, and I have a youtube and twitch!!
YOUTUBE - https://www.youtube.com/channel/UC5_EALIavc2-QhJxw3jKazw
TWITCH - http://www.twitch.tv/mikeymadz
MikeyMADZ
What you think about Coven's Criterion for this build?
Personally love halcyon's with smk build. 8 seconds of huge aoe jumping from each bbv casts is a ridiculous amount of suppression, but the real deal is that the halcyon's jumping counts for strongarm bracers so now you have 100% uptime on like 40 yard crowd control that is all taking up to 30% more damage.
Worth noting that halcyon's doesn't really work on elites so you still need tik's hat for shutting down elites, but for general purpose it does greatly reduce the required cdr to completely shutdown the entire screen. Which pushes down the need for the "clunky" gogok gem.
Hi MikeyMADS
I would just like to say thank you for this amazing post. All the info was given very clearly and I did not even need to watch your video/s to make sense of it all! Also, respect for taking the time to answer everyone's questions.
I just have a little bit of input to add, as this is something I have been faced with in game.
I have been told (and have read) numerous times that one needs approximately 40-50% CDR for this build to permanently lock down enemies. I would like to share a concept.
The cooldown of Horriffy is 12 seconds, assuming one has an 8 second Tiklandian visage one would need no more than 10% CDR to be able to permanently lock down enemies.
Here is my reasoning:
Horrify gets cast; for 8 seconds you gain an "aura" that fears and roots enemies around you for horrify's normal duration (3 seconds). Upon the last "application" of horrify (the 8th second of this "aura") enemies are still rooted/feared for 3 seconds, thus making the total duration of your fear effect 11 seconds (from one horrify).
Therefore, considering the 12 second cooldown, one would have to shave only 1 second off of the horrify CD in order for you to be able to permanently fear enemies. (I have tested this in game and it does work).
I was in a group, and when I was asked what my CDR was, after allowing a mob to get out of fear range momentarily, I replied 37% and was immediately removed from the group, even though for the entire rift, leading up to that point, everything was permanently feared.
I would just like to clarify this as it might have affected others in the same way it affected me.
I do however agree that having higher CDR% does improve all other factors of this build, and would advise people prioritise it above most other stats. I am currently at 52% with TnT and SMK and my BBV is refreshed approximitely 3 seconds after it is cast.
Thank you for sharing this amazing build, it has greatly contributed to my witchdoctor's GR experience (Having gone up to 44 in season 2 thus far).
Kind regards
PietVanPlaas
For people wanting to run a Support Witch Doctor (aka 0DPS) it is important to note the mechanics of Horrify.
It can permanently CC elites, even with less than 50% CDR (useful for EXP gear). In fact doing so super easilly, just stand nearby! However it will only do is as long as all ticks of Horrify (when it applies the debuff) hit them. If even a single hit from Horrify misses while they are at maximum CC resistance (eg you go to CC nearby trash) they will break free and immediately cast their deadly effects. In short you must always stay within Horrify range of elites at all times.
For this reason Face of Death is a must. No matter what other builds show you need the area as ultimately you are locked down near elites until they die so want as much coverage as possible. Do this right and everyone will be singing you praise (they could not have done it without you).
There are many revisions to this build to make it more effective. If you have a SMK you can use it with Fetish Army to constantly spam BBV with 100% up time. This generally replaces Mass Confusion and also frees up a passive slot as Tribal Rites no longer has an effect. This means Fetish Sycophant can be thrown in for additional Fetishes for purely BBV and Guardian tanking (since you cannot CC most rift guardians).
You will want to replace Locust Swarm with Haunt. The +20% damage it gives is in-valuable for Elites and Rift Gardians. It also offset the loss of Mass Confusion which is now Fetish Army.
Do not bother with TnT gloves since your DPS is likely rubbish anyway and you will have so much CDR that refreshing BBV with SMK is super easy. Instead grab some set glove that either helps with additional CDR or EXP.
Do not bother with a shield as toughness above 20M means so little at high GRs anyway. Rather use Thing of the Deep or a complementary Mojo with CDR. The CDR can replace set sources freeing up space for EXP gear.
Since BBV already has an impressive up time due to CDR, you might want to use Solanium as your weapon. The health globes it spawns feed DHs with resources, something they will be very grateful for. I lack the experience with this build to give more info but people do seem to like it.