Rating
+1

Zunimassa Garg GR100+

Regular
Solo
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Skills

  • Firebats Vampire Bats
  • Piranhas Piranhado
  • Soul Harvest Languish
  • Spirit Walk Honored Guest
  • Gargantuan Humongoid
  • Fetish Army Legion of Daggers
  • Grave Injustice
  • Spirit Vessel
  • Midnight Feast
  • Confidence Ritual

Items

More Details
  • Legendary Gems

    • Bane of the Stricken
    • Bane of the Trapped
    • Enforcer

Kanai's Cube

  • The Furnace
  • Mask of Jeram
  • Convention of Elements

Alright, so this build is obviously revolving around maxing out gargantuan damage and getting the most use out of the 6pc Zunimassa Set. This whole item setup is making it so that you're focusing on grouping large amounts of adds around champions/elites to utilize the furnace you have cubed. You also want to make sure you stand still around poison on your CoE because that's the element before cold which is your main damage type. The purpose for this is to make sure you have all 100 stacks of your endless walk set for the maximum possible damage. Make sure you are channeling firebats for the mantle of channeling buff at this time as well. While you can always deal damage with your gargs you really want to push the timer up during your cold CoE rotation because that is where you'll do your highest damage and seeing insane numbers on crits.


Tip for Jewelry: When it comes to the Short Man's Finger vs Convention of Elements you want to wear the one you have a better roll on the cube the other. This is standard for most builds that revolve around 3 ring set-ups, but for those unsure yes they're interchangeable. You always need the compass rose equipped however because you need the endless walk set.


Side Note: there is another version of this build for those who don't like the CoE reliant playstyle. You swap the CoE for a zuni ring and then you wear tasker and theos. This is going to require you to lose your CoE because you have to cube the Short Man's Finger. This will let your damage be more consistent which is a good thing, but you lose the massive burst damage of the CoE which is a net damage loss. This has been tested by multiple top PC witch doctors and myself along with a few other console witch docs I got to test it with me. The CoE version will push higher than the Tasker and Theos version. This is just mentioned because I know a lot of people who despise the playstyle of builds that rely on it. Personally I find it more enjoyable than most CoE build, but in the end play the build you prefer.


Unfortunate Truth of WD Life: You need to augment your gear the highest you possibly can if you want to push high end with a Witch Doc. This will require you to get ancients and primals for these high tier pushes. Your max intelligence will heavily influence your max damage. You're going to be fine if you don't care to push as high as possible, but if you're a high end player trying to push for the rank 1 slot you are going to struggle and find it near impossible without a ton of grinding and high level augments.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Armor
Life
Resist All
Life Regeneration

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Just focus on getting to 800. Wouldn't recommend running this build below that. Dump all points after 800 and max movement speed into bonus int. It's a massive damage boost and a good defensive boost. Witch Doctors due to the Soul Harvest skill are extremely reliant on Int which will make you grind that paragon. If you aren't a grinder that can reach at least 1200-1500 paragon the WD may not be your choice for high end pushing seeing the reliance on the Int bonuses.

Build Guide