2.3 70+ Zombie Bears/Firewall Helltooth
Zombie Charger Zombie Bears
Corpse Spiders Blazing Spiders
Soul Harvest Languish
Spirit Walk Jaunt
Wall of Death Fire Wall
Swapped Furnace in the cube for Solanium and Bad Medicine for Gruesome Feast. Very high uptime on 5 stacks of GF and really nice healing, pretty much always have a couple health globes available to pick up when needed. Cleared 71 so far with this set up. Video guide soon.
Made the switch to Pierce the Veil over Gruesome Feast and switched to Blazing Spiders for mana.
If you have 10-15 pick up radius on gear, it's possible to drop Thing of the Deep for Henri's Perquisition and then run Bane of the Stricken.
I'd recommend running Starmetal Kukri with Slam Dance instead of Piranhado for group runs, unless you already have another Witch Doctor bringing this buff.
Zombie Charger: Zombie Bears
Zombie Bears is very dependent on positioning. Normally Zombie Bears cast animation starts behind your character, but if you put your back to a wall they will start in front of you, therefore, traveling farther. Also, if you position against a wall and at an angle, you can get the bears to travel in a straight line to hit a single target with multiple bears per cast. This also proc's one half of Focus and Restraint.
Zombie Bears is the best zombie charger rune because of the potential to hit a target with all 3 bears from one cast, each bear doing 520% weapon damage.
Wall of Death: Firewall
The biggest thing to note about Firewall, is that the DoT will stack on an enemy from multiple firewalls, so you want to stack as many as possible in one place to maximize damage. Because of the stacking, and Firewall dealing 1100% weapon damage, it makes it by far the highest damage output Wall of Death rune, very much outperforming more utility based runes like Communing with Spirits
Fire Bomb: Pyrogeist
In my opinion this is the best single target primary skill, you need to run a primary to proc the other half of Focus and Restraint. If you run without Pierce the Veil and have a Scrimshaw with atleast 45% reduction to Zombie Charger, you should be able to run without a primary that returns mana.
You can have 3 of these active at once, and your mimics from the Grin Reaper will cast them as well.
If you feel you need a mana primary, blazing spiders is better than the mana toads in my opinion, because you don't have to aim them to hit an enemy to proc your ring buffs.
Soul Harvest: Languish
This is a fantastic utility spell, you get a damage buff, all resist buff, armor buff and you slow enemies. This is basically a melee build, so its very important to keep the armor buff going as much as possible from this.
Spirit Walk: Jaunt
This allows you to avoid nasty champion and elite affixes, while giving movement speed to move in-between packs of mobs.
This is great for grouping mobs together to maximize your firewall/zombie charger damage, as well as getting the most benefit out of Area Damage. It also gives you a nice 15% damage buff to affected enemies. A lot of people choose Hex:Jinx over Piranhado, but I think it's strictly inferior.
This is by far the most important passive, the more mobs around you the more toughness you get. It's imperative that you pull as many mobs together as possible to maximize this passive, the effect is also increased by pick up radius, so you want as many secondary Pick Up rolls as possible along with The Thing of the Deep off hand.
This passive gives you good mana and life return on kill, but the key is the cooldown reduction on kill, again being buffed by your pick up radius. With Wall of Death's damage over time stacking, this allows you to cast it much more often. Also, you get alot more survivability the more you can cast Languish, Jaunt and Piranhado.
This is basically a melee build, so you get 25% more damage the majority of the time as long as enemies are within 20 yards.
Another passive that works great with Thing of the Deep. This gives you a huge dps increase even at just 1-3 stacks, since it's a percentage of your intelligence, the more sheet intelligence you have, the better. You also get a hefty All Resist increase and mana back when you pick up a Health Globe.
The build runs a Hellfire Amulet for a 5th passive. Spirit Vessel is mainly there for the second life, but it also reduces the cooldown of Jaunt and Languish.
10% Weapon damage/Intelligence/Vitality/Socket
Thing of the Deep
Intelligence/Vitality/Crit Chance/Wall of Death %
Intelligence/Vitality/Armor/Zombie Charger %
Intelligence/Vitality/Wall of Death %/3 sockets
Intelligence/Vitality/CDR/Wall of Death %
Intelligence/Vitality/Crit Chance/Crit Damage
Focus & Restraint
Intelligence/Crit Chance/Crit Damage/Socket
Belt of Transcendence
Fire Elemental damage/Intelligence/Vitality/Crit Chance
Intelligence/Crit Chance/Crit Damage/Socket
***Kanai's Cube Items***
This build has great AoE clear speed, but needs a bit of damage vs. elites/champions, The Furnace gives you that while giving you high mobility. Starmetal Kukri is also an option, but you are much more stationary and you have to fit BBV onto your skill bar.
This Voodoo mask has been buffed significantly in Patch 2.3, the mimics also benefit from the 900% damage increase from 6 piece Helltooth. In my opinion this is the piece of armor that really puts the build over the top as far as damage, it's irreplaceable.
Convention of Elements
Since we're running natural 6 piece Helltooth, the build can run Convention of Elements which is the highest damage stand alone ring. It will be buffing both fire damage and poison damage in this build.
Bane of the Trapped
This will be proc'd all of the time by the Necrosis debuff from 2 piece Helltooth, which slows enemies. Currently, it's the best damage gem, although I still need to test a high level Bane of the Stricken in Season 4
Bane of the Stricken
Movement Speed > Primary Stat
Critical Hit Chance > Critical Hit Damage > Cooldown Reduction > Attack Speed
Armor > Life% > All Resist > Life Regeneration
Area Damage > Life on hit > Resource Cost Reduction > Gold Find
If you have a poorly rolled Scrimshaw you can go Resource Cost reduction before the Life on Hit if you feel you need it.
I think that about does it for now. Couple things to keep in mind, positioning is key and some map types are terrible for Zombie Bears, especially narrow corridors such as caves. Also, try to position to maximize the damage of your Grin Reaper mimics as well.
The build is extremely powerful and may possibly turn out to be the "go to" solo build by the time season 4 ends.
|Critical Hit Chance|
|Critical Hit Damage|
|Life on Hit|
|Resource Cost Reduction|