Build Guide
Like most Non-pet builds for the WD, this set up takes a little bit of getting used to and a lot of timing. Below I will discuss the rotation, defensive CD's, and how to go about generally playing with and around your supports in order to push as high as possible. Let's begin!
~ROTATION~
1: Hex - Keep this buff up at all times. End goal is to keep 5 mobs in a pack hexed at all times, but main priority is to have the buff up. It is better to pop the buff on a few, than to wait for all 5.
2: Haunt - Haunt will be one of the main sources of mana regeneration. The more mobs you have with the Haunt debuff, the better your effective mana pool will be. As if this wasn't enough, the Ring of Emptiness causes you to do 300% more damage to enemies which are debuffed by both Haunt and Locust Swarm. Keep this buff up on as many mobs as possible.
3: Locust Swarm - As mentioned above, Locust Swarm will be cast into the grouped up mobs in order to let it spread with the pestilence rune granted by the Vile Hive. This will trigger the second requirement for your Ring of Emptiness and let the good times roll! As a bonus effect, the free pestilence rune allows us to take Cloud of Insects, decreasing the damage of all enemies under its effects.
4: Soul Harvest - This is not only intellect, but it also equates to a lot of armor. The added bonus of being able to stack up to a maximum of 10, instead of the normal 5 due to Sacred Harvester makes this buff a very important one. Keep this up at all times. With the monk pulling everything together and you having to stand close for the Firebats AOE anyway, this is not a very difficult task.
5: FireBats - Spin-to-win! Mash down that button and hold on for dear life. If your support is able to fancy foot themselves over to an Oculus Ring circles on the ground, it's a rather large DPS increase, however, staying on the monk's Inner Sanctuary buff is the most important. Don't get too carried away with your flaming goodness however, that you forget your rotation. Hex is still extremely important and needs to be recast.
~Defensive CD's~
Spirit Walk - Spirit Walk does much more than just speed you up for 3 seconds. This ability gives you incredibly high damage mitigation as well as giving you the ability to re-position during those "oh shit" moments like waller. Do not be mistaken, this is a defensive CD and should be treated as such.
Potion - Easy right? Life drops, hit potion. Yes and no. There are several legendary potions out there and picking one of the top three can be make or break in the higher levels. In my opinion, the top three potions are Amplification, Leech, and Tower. Close seconds would be Diamond, Rejuvenation, and Regeneration. DO NOT USE Fear or Chaos. Chose will teleport you out of the monk's Inner Sanctuary and will most likely force you to panic or die. The Fear potion will cause mobs to leave the monk's control and cause havoc to the group.
~Group Dynamic~
Key to dealing massive amounts of damage is based around one thing, knowing the rolls of every player. You will not deal damage unless you can stay alive, and while you may feel strong seeing those numbers go up your screen in the billions, I must stress that you are not. Back in the days of Diablo 2, there was a term tossed around quite a bit that has been mainly lost within the Diablo 3 community. The term is Min-Maxing. This build is exactly that. You have minimized your survivability in order to maximize your DPS. What I am trying to say is, trust your supports. They are your life link. Trust the Barb will pull and look for elites. Trust that the monk will pop their CD's like Epiphany and Inner Sanctum. I can't count how many times I have been in a group and the DPS doesn't care for the stop spot, or doesn't think the group is big enough and tries to run ahead to use Haunt and Locust Swarm to pull more mobs. Guess what, they ALWAYS die. I am not saying shut up and color, please, try to give tips and help the supports out between runs, but don't waste everyone's time by letting your ego get too big and dying left and right needlessly.
That being said, the current meta is still double DPS and double support at the time of this guide's creation. What this means is that you have a second DPS to help you, this does NOT mean they can pick up your slack. It is your role as the WD to take out the giant groups of mobs and trash. The second DPS, whether it is a monk, or a wizard, will take out the elite mobs and the rift guardian. DPS your heart of out, but don't get bummed out when you do not perform as well during the single target fights. It isn't your role.
I'd like to thank everyone for letting me post this guide, and for all the feedback about it. This is only my second attempt at making a guide on Diablofans and my first in-depth one. Please help me to learn more than I have and any tips would be greatly appreciated. Now go out there, grind for the leader boards and may RNGsus be with you!
~Contact~
Please feel free to contact me with any questions or concerns. I will take requests for any future guides as well as do everything I can to help you learn and move up on the leader boards.
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Thanks for comment! The Locust swarm will last almost forever due to the passive creeping death. It will spread rather quickly throughout the group with the pestilence rune. I usually do not have to recast locust swarm during a single fight unless something went wrong and it feels like the fight is going on forever. In that scenario I will recast just to make sure. In terms of a single target fight, like the rift guardian, I tend to error a little more on the cautious side of things, and recast every couple hexl casts. Hope this helped!
Thank you for the guide! I have mana issue when using pierce the veil. How do you keep you mana full? Against rift guardian my mana is mostly empty...
I am always contemplating to put on rush of essence
Thanks for the guide! I had the gears for this but opted to play DH since it was my main. (back to D3 from Season 2). Just started learning how this build works yesterday. Some questions I would like to ask:
1) Do I have to follow the rotation? What I'm currently doing is Soul Harvest, Hex, Haunt, Locust Swarm & Firebats.
2) Is it better to use Staff of Chiroptera and cube Sacred Harvester? Or Vile Hive is too good to let go?
3) Do I need Coils of Spider? (currently wearing this and cubed mantle of Channelling so my Lakumba is just sitting in my inventory)
4) I don't quite understand how Hex works? When I cast Hex it does the job, but i realize sometimes enemies are hexed automatically?
Currently using Grave Injustice instead of Pierce The Veil but it's okay bcuz I'm not pushing high GRs yet. Just doing around 60-80 range. Trying to up gems so I can augment my Ancient gears in order to be able to push higher GRs. Just got back from Season 2 so my Paragon is around 820 now.
Thanks! Great build!
1) The rotation section becomes a priority list more than a rotation. The biggest thing to note here is that you keep the buffs rolling at all times if/when possible. If there is a particular order at the beginning that works better for you, then go for it!
2) In my opinion, it is better to cube the Staff of Chiroptera. The stats you can gain from having both a main hand as well as an off hand are just too good to pass up. The crit bonuses and area damage as well as firebats that could roll on both weapons is a super nice boost. That being said, I do not think it is completely useless to use the staff until you get a better set up to drop.
3) Coils of the Spider. This item is worth keeping. Though I did not cover it in my build, those would take the place of your Mantle of channeling for the solo pushing version of this build. They offer a little bit more survivability when you do not have access to the support classes. As for the group build, I feel that the added armor fromt he Lakumba is the better choice.
4) Hex is there for a small amount of crowd control, as well as the added 15% damage buff towards those enemies. I am not 100% sure why they are being hexed on their own, unless its after you cast the spell, there is a shamman that hexes enemies for a brief time. It is possible to kill one of the original hexed, and for the shamman to hex something else? Sorry I am not clear on this, but I will do some research and see if I can find more info for you best I can.
Again, the grave injustice is substituted for the solo build. I am glad to see that your thinking is spot on! Glad your having fun and enjoying the Witch Doctor. I will try to do my best to find an answer for the question I could not answer. In the meantime, thanks again and may RNGsus be on your side!
You've answered most of my questions! That cleared of some clouds in my mind
1) Wait a minute, you can roll Firebats Dmg on Sacred Harvester?
2) Yes, the shaman hexes enemies after I cast the spell. I guess that is just how it works. Wouldn't complain for more hexed enemies aren't we
I was a zdps WD back in Season 2 as well. Still have the build with me, but I guess it's not that useful now.
Sorry let me clarify a little bit. No, you cannot roll Firebats damage on the Sacred Harvester. You can however, roll both Firebats AND area damage on the Vile Hive, allowing you to roll additional area damage or crit on the Sacred Harvester. I simply meant that by running the Two hander, you could potentially be losing out on an extra set of usefull stats, while only gaining primary stat in return. Primary stat can easily be added on with Caldesan's later on. Hope that cleared up the fogginess of my last post!
i think the passive on vile hive that adds the pestilence rune is too important to lose..... spreading vile hive passively makes sure your ring of emptiness is always proccing on density mobs