I myself haven't played wd more then to act 2, so can't say I'm an expert on the class. But here is my build so far (haven't played much solo yet, guess i would go a little different solo): http://eu.battle.net...r#aZcdV!a!aZaaa
First the Zombie dogs; is it just me or are the extremely under powered (tried them like 15 min solo)? The only use i found for the was to sacrifice them...
Soul harvest is just a absolute must (my dam is terrible without it), but with 5 stacks up the big bad bat just rapes the faces of every single minion and the splinters gets a good boost to.
Groping Eels for cc.
And just because i didn't find anything else to use i vent for sacrifice, whenever i get a dog from Circle of life I just blast the thing back to hell. Does a very nice amount of dam if you got some stacks of soul harvest.
Think i will go for spirit walk when i can slot all six skills.
Take in mind this is a build in the working process, and is purely to get the most fun out of the class. =)
Its working really good, Dire bats for dps and saving mass confu for elite packs. Mass conf could be replaced by some other dps cd if you prefer it and if you have some mana regen on your gear (you would need 15+ though) you could switch Blood Ritual with Pierce the Veil
My current build (act 4 NM) with a monk in my group that uses vortex pretty heavily.
walk in, swarm, harvest, swarm again (last i heard if they were different amounts of int you could have stacking swarms) then tag a few larger baddies with haunt and just splinter things down that stray off too far for the monks vortex. also- am i right to say that Garg is spawned on mouse point? ive been trying to summon him on the monk when he vortexes for the instant enrage.
considering dropping vessel for PTV for a little better killing power though.
I'm being dropped constantly in coops with magi and demon hunters, so I'm kinda forced to be 'tank' of the group, mainly supporting/cc skills. I have to say I love Stinker rune. It has perfect synergy with Bad Medicine, and constant aoe dot makes mobs focus on him much more often than normally (when some just run past ignoring the guy).
I'm only level 26 right now so not much to tell. I do like this build at the moment though. It melts through the enemies incredibly quick. http://us.battle.net...SdiYT!ad!a.ZaZa
change acid clouds rune to blob when u get the chance. its amazing and if you spam it like i do, the lil blobs will help alot in dealing aoe dmg . they ahve actually suprised me with their power in a boss fight. (spam till empty-spiritwalk to replenish mana-spam again. you have around 8 blobs on your target now doing a shitton of dps)
I activate spirit walk and get into a bunch of mobs and use soul harvest. Then I poison-dart them to death, using my dire bats when needed. My 4 dogs manage to survive decently well. My gargantuan simply doesn't believe in dying! They do keep most mobs occupied while I kill them from a distance.
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The world is full of kings and queens,
Who'll blind your eyes and steal your dreams,
Thats heaven and hell!
Flaming dart is there because mobs in act 1 are less resistant to fire and atm im farming act one, not even trying to progress.
Grasp is the second best spell in a WDs arsenal.
Spirit walk is a must in inferno, the jaunt rune gives me enough time to soul harvest + Mass Confuse without worries.
Acid cloud ftw. As you can see, petless but works fine.
this is my build as of act 3 nightmare and i am really not having any trouble with anything no matter how much i kite to a goup i use direbats for the crits and mass burst damage the skulls when i run low towds the end of the fight to finish off stuff and my spirit walk for the mana and escape oh and my big bad voodoo for the damage duh but I have a feeling i will be changing as things get harder into hell.
Level 30 something, just got to act 2 in Nightmare. Duoing with a barbarian. Things usually die too quickly for a dot build to be of much use, so nuking instead.
Dire Firebats are insane damage whenever enemies are grouped up. Firebombs are similarly pretty good, I'd use Rain of Toads instead but the channeling time makes it iffy. Hex is awesome for the small heal and chickening loose adds that decide to cleave my face in. Soul Siphon and Spirit Walk are just amazing utility and Humongoid tanks a few mobs and does acceptable damage.
My passives are Jungle Fort because... well damage, and Spiritual Attunement and Blood Ritual to make up for the high, high cost of Firebats.
I'd post my boss build, but after we cleared Butcher and I didn't even see my mana bar move I realize that I need to go back to the drawing board on that one.
Support, glass cannon. With the extra stun on mass confusion and slam dance on big bad voodoo to help your buddies the idea is to keep the 4 skills on cd so you can spam zombie bears.
During Boss fights I siwtch bears to dire bats, and mass confusion to spirit walk with Jaunt. Soloed Hell Butcher just fine.
I'm only level 26 right now so not much to tell. I do like this build at the moment though. It melts through the enemies incredibly quick. http://us.battle.net...SdiYT!ad!a.ZaZa
change acid clouds rune to blob when u get the chance. its amazing and if you spam it like i do, the lil blobs will help alot in dealing aoe dmg . they ahve actually suprised me with their power in a boss fight. (spam till empty-spiritwalk to replenish mana-spam again. you have around 8 blobs on your target now doing a shitton of dps)
That was definitely a good tip. I just finished Nightmare Act 1 at level 37. I've tweaked my build to include that, and changed it quite drastically as well. The build I'm currently using now just completely melts through entire mobs of enemies. I still use the dogs, and I have no problem keeping them up, and even when they do drop it's usually after the refresh is back up. Even with bosses the build I use proves no problems. This is the current build I'm running: http://us.battle.net/d3/en/calculator/witch-doctor#hWdiYT!ade!abZZZZ
With this build I am dropping maybe two Acid Clouds, and then spamming the Rain of Toads. Rain of Toads completely burns enemies down like no other. When I get low on mana I'll just start lobbing Firebomb.
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But here is my build so far (haven't played much solo yet, guess i would go a little different solo):
http://eu.battle.net...r#aZcdV!a!aZaaa
First the Zombie dogs; is it just me or are the extremely under powered (tried them like 15 min solo)? The only use i found for the was to sacrifice them...
Soul harvest is just a absolute must (my dam is terrible without it), but with 5 stacks up the big bad bat just rapes the faces of every single minion and the splinters gets a good boost to.
Groping Eels for cc.
And just because i didn't find anything else to use i vent for sacrifice, whenever i get a dog from Circle of life I just blast the thing back to hell. Does a very nice amount of dam if you got some stacks of soul harvest.
Think i will go for spirit walk when i can slot all six skills.
Take in mind this is a build in the working process, and is purely to get the most fun out of the class. =)
http://eu.battle.net/d3/en/calculator/witch-doctor#cTUjRd!bUX!aZccaZ
Its working really good, Dire bats for dps and saving mass confu for elite packs. Mass conf could be replaced by some other dps cd if you prefer it and if you have some mana regen on your gear (you would need 15+ though) you could switch Blood Ritual with Pierce the Veil
My current build (act 4 NM) with a monk in my group that uses vortex pretty heavily.
walk in, swarm, harvest, swarm again (last i heard if they were different amounts of int you could have stacking swarms) then tag a few larger baddies with haunt and just splinter things down that stray off too far for the monks vortex. also- am i right to say that Garg is spawned on mouse point? ive been trying to summon him on the monk when he vortexes for the instant enrage.
considering dropping vessel for PTV for a little better killing power though.
I'm being dropped constantly in coops with magi and demon hunters, so I'm kinda forced to be 'tank' of the group, mainly supporting/cc skills. I have to say I love Stinker rune. It has perfect synergy with Bad Medicine, and constant aoe dot makes mobs focus on him much more often than normally (when some just run past ignoring the guy).
http://us.battle.net/d3/en/calculator/witch-doctor#eSdiYT!ad!a.ZaZa
change acid clouds rune to blob when u get the chance. its amazing and if you spam it like i do, the lil blobs will help alot in dealing aoe dmg . they ahve actually suprised me with their power in a boss fight. (spam till empty-spiritwalk to replenish mana-spam again. you have around 8 blobs on your target now doing a shitton of dps)
http://eu.battle.net/d3/en/calculator/witch-doctor#acUdYT!ZWd!aaYYcZ
I activate spirit walk and get into a bunch of mobs and use soul harvest. Then I poison-dart them to death, using my dire bats when needed. My 4 dogs manage to survive decently well. My gargantuan simply doesn't believe in dying! They do keep most mobs occupied while I kill them from a distance.
Who'll blind your eyes and steal your dreams,
Thats heaven and hell!
http://eu.battle.net/d3/en/calculator/witch-doctor#aZUdij!ZbX!YaaYac
Flaming dart is there because mobs in act 1 are less resistant to fire and atm im farming act one, not even trying to progress.
Grasp is the second best spell in a WDs arsenal.
Spirit walk is a must in inferno, the jaunt rune gives me enough time to soul harvest + Mass Confuse without worries.
Acid cloud ftw. As you can see, petless but works fine.
http://us.battle.net/d3/en/calculator/witch-doctor#hcTUPQ!bZV!ZabZab
http://us.battle.net...RdUT!ZbX!aaaZZa
Dire Firebats are insane damage whenever enemies are grouped up. Firebombs are similarly pretty good, I'd use Rain of Toads instead but the channeling time makes it iffy. Hex is awesome for the small heal and chickening loose adds that decide to cleave my face in. Soul Siphon and Spirit Walk are just amazing utility and Humongoid tanks a few mobs and does acceptable damage.
My passives are Jungle Fort because... well damage, and Spiritual Attunement and Blood Ritual to make up for the high, high cost of Firebats.
I'd post my boss build, but after we cleared Butcher and I didn't even see my mana bar move I realize that I need to go back to the drawing board on that one.
http://us.battle.net/d3/en/calculator/witch-doctor#afjPQT!ZbU!acbabZ
Support, glass cannon. With the extra stun on mass confusion and slam dance on big bad voodoo to help your buddies the idea is to keep the 4 skills on cd so you can spam zombie bears.
During Boss fights I siwtch bears to dire bats, and mass confusion to spirit walk with Jaunt. Soloed Hell Butcher just fine.
With this build I am dropping maybe two Acid Clouds, and then spamming the Rain of Toads. Rain of Toads completely burns enemies down like no other. When I get low on mana I'll just start lobbing Firebomb.