Hey guys I'm Debo, I Main the Witch Doctor class, ever since the beta for Diablo 3 Vanilla. Encouraging players to try out the Witch Doctor class, and enjoy Diablo 3 is my major focus. I started to do this by compiling my thoughts in guides, and streaming to provide information to those who seek it.
Patch 2.3 (Currently on PTR) is bringing a lot of changes to all classes in general. With the ability of the new Kanai's cube allowing us to utilize up to 3 legendary affixes open up a lot of possibilities for new builds, and item combinations that were not possible before. We will go over what is mostly relevant to the Witch Doctor class, and what items/changes greatly effect them.
In this section I will only be covering the biggest skill changes that effect Witch Doctors the most. I've included a link to the general patch notes below so you can see all of the changes.
* The Toad/Shaman will be now summoned where the mouse cursor is placed at the time of the skill being cast.
* Summoned Shamans'/Toad cast range increased from 25 to 50 yards
* Damage bonus increased from 10% to 15%
* Skill Rune - Jinx, Damage bonus increased from 10% to 30%
* Skill Rune - Toad of Hugeness
Every second for 5 seconds, the toad pulls in the farthest enemy within 45 yards, swallows him for 0.5 seconds, then spits him back out, leaving the enemy with a debuff that deals 750% weapon damage over 5 seconds and increases damage taken by 25%
Picture of Toad of Hugeness:
With the changes to hex have made it a very flexible skill that can't be fit into almost any build. The damage increase to the base skill, changes to toad of hugeness, and the damage increase for Jinx enable builds that lack survivability (Jade, Helltooth, Arachyr) to function much more smoothly. Since the ability to cast the Shaman/Toad at our mouse cursor location, it allows for us to hang back, and start of a fight vs a mob pack with solid crowd-control, that's on a low cool down.
* Arachyr Set also works very well with hex, due to its 4 & 6 piece set bonuses, this is a must take skill for this set.
* Jade set Benefits from the changes to hex, with the ability to control where the Shaman/Toad are summoned
* Most other sets, simply benefit from the damage increase that was granted in the recent change.
*Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 800% weapon damage as Physical over 6 seconds*
Skill Runes
Skill Rune - "Communing with Spirits" Summon a 15 yard radius spectral ring that deals 1400% weapon damage as Cold over 6 seconds, Chills all enemies who walk through by 60%, and reduces their damage done by 25%
Communing with Spirits Picture
Might be the strongest rune, out of all the Wall of Dead arsenal with "Ring of Poison" being the only one that can match closely to it. The chill effect triggers "Bane of the Trapped", and reduces the enemies damage done by 25% for 3 seconds. With a Wrath of the Bone King, while using the Kanai cube for the "Furnace" Affix could make this potentially the best Rune choice for Wall of the dead.
Skill Rune - "Fire Wall" Summon a fire wall 40 yards wide for 8 seconds that burns enemies who walk through, dealing 1000% weapon damage as Fire over 4 seconds.
FireWall Picture
Not to much to say about this skill, the damage is "Ok" when used with the HellTooth set, but the "straight line" effect when it is cast, would benefit more if it were a "Circle" radius effect like some of the other Wall of Dead have. Getting enemies to "walk thru" the fire wall isn't to difficult, but not as optimal as if it did cast in a circular manner around the enemy, a "circle of fire" if you would.
Skill Rune - "Wall of Zombies" Increase the width of the wall of Zombies to 50 yards and knock all enemies back behind the wall
Wall Of Zombies Picture
Suffers from the same problems as the "Fire wall" rune, however the knock back effect with strong-arm bracers makes for an interesting combination. The weakness of this skill lies in that if the enemy doesn't touch the wall they will not take damage, and the way the zombie wall is cast doesn't hit enough enemies within its radius.*
Skill Rune - "Ring of Poison" Summon a 15 yard radius ring for 5 seconds that poisons nearby enemies, causing them to take 1200% weapon damage as Poison over 8 seconds
Ring of Poison Picture
One of my favorite "Wall of Death" Skill runes. Poison is a very strong element choice with Witch Doctors, and synergies well with many skills. The overall utility as compared to "Communing with Spirits" is lacking, however the overall damage output, Worm Wood with Kani Cube Effect "Furnace" makes for a very strong Wall of Dead rune to use.
Skill Rune - "Surrounded by Death" Raises a circle of zombies from the ground that traps and attacks nearby enemies for 1000% weapon damage as physical over 4 seconds.
Surrounded by Death Picture
*The circle radius is very nice for the skill, it entraps enemies, and deals damage to any enemy that touches the wall of zombies. Out of both physical elemental property skills for "Wall of Dead" this seems to produce the best results due to its utility, and damage*
Passive Skills
"Confidence Ritual" You deal 25% additional damage to enemies within 20 yards.
Nothing much to talk about here, solid new passive that gets the job done. You should take whenever possible due to its effects. wouldn't be surprised if a lot of players build this into a viable Hellfire Amulet option.
I'm going to keep this short and straight to the point. The crafting recipes that comes with the cube are solid, and will allow for us to easily build ancient, legendary sets and maximize our itemization to push high level greater rifts. With that being said, the major purpose of the cube is to provide us legendary affixes of some of the most important, and powerful items in game. With the ability to have 1 armor, 1 weapon, and 1 jewelry legendary affix equipped to our character, "Ring of Royal Grandeur", "Unity Ring", and "Mask of Jeram" , "Star Metal Kukri" don't have to take up precious item slots, and can allow for us to really push some powerful build combinations.
First we will cover what changes happened with the Helltooth set, showing off how the original set was, and how it has evolved since then.
Pre-Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
* 500 Int for a 2 Set bonus use to be solid, but with all the changes to most of the class sets, 500 int isn't what it use to be.
**(4) Piece Set Bonus**
* Reduction in the Wall of Zombie cast, was only meaningful if paired with Legacy Legendary items, than enabled for a 0 Cool Down Zombie wall build.
**(6) Piece Set Bonus**
* 300% Damage dealing Acid attack, that only hits in front of the Zombie Wall, that scales with physical damage, a very lack luster 6 piece bonus, and didn't enable the build to really do much.
Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
Solid 2 Piece set bonus, Marks the target with Necrosis (Slows, 1000% Weapon Damage, Increase Damage taken 15%, for 10 seconds), with most of the skills that WD use. A way better setup then the previous 2 piece set implementation, and provides group utility with the 15% increase Damage on monsters inflicted with Necrosis.
**(4) Piece Set Bonus**
* This is Where the damage mitigation comes in. You will notice that this occurs in all major sets for WD outside of the Jade set. As long as an enemy is inflicted by Necrosis you take 50% less damage, this will allow for us to get the toughness in which we need, without sacrificing to much damage in our gear setup.
**(6) Piece Set Bonus**
* 300% Increased Damage, per wall of Death cast, stacking up to 3 times. This is the bread and butter that really makes the build function. 900% increased damage, with Zombie Charger/Gargantuan is all you need to push this build up towards greater rift 60, and beyond
New Arachyr Set
Arachyr Set
**(2) Piece Set Bonus**
* 2500%(Up from 1500%) Weapon Damage dealing spider queen. She is controlled to move where ever you cast corpse spiders. She does AOE damage, and slows enemies. Not the strongest of 2 piece set bonus, but bane of trapped works well with it, and the damage she deals is "solid".
**(4) Piece Set Bonus**
* 40% Damage reduction when Hex is active, also it gains the effect of Toad of Hugeness automatically.Provides a small heal based upon your life per-second over the course of 10 seconds. Hopefully blizzard ups the damaged reduction to a clean 50%, and re-evaluates the healing effect of this bonus. But overall, it provides the toughness we need to survive higher level greater rifts.
**(6) Piece Set Bonus**
* 800%(Up from 500%) increased Damage to our creature spells. Gonna be honest here, the idea behind this 6 piece is pretty cool, however the only note worthy "Creature" spell that can actually get the most out of this bonus is Locust Swarm. Increasing the damage of this bonus, and or re-working the creature skills in general is necessary in my opinion to change the set for the better. However that might need an extended amount of time to work, so maybe altering how the 6 piece set bonus might be the best direction for blizzard.
Fantastic Legendary item that combos in with the new Hell Tooth changes. Cast three Wall of Deaths, for the price of one? Pretty much no brainer here, with the Helltooth 6 piece set bonus that amps damage per Wall of Death Cast.
**Coils of the First Spider**
The initial implementation of this item was lack luster, however with the change to reduce damage taken while channeling Firebats does make it interesting to look at a second time. The problem doesn't lye within the item, but the skill, now blizzard has made some changes in terms of mana management, and overall damage of fire bats but it just doesn't seem to be enough. Firebats needs a serious re-working, or some type of Damage increase within the item, to get it being used on a regular basis.
**Henri's Perquisition**
This is the new seasonal Witch Doctor Item coming in Patch 2.3 Season 4. It has a very solid damage mitigation effect, combined with a strong crowd control charm. Was very pleased with the overall testing of this item, and a good example of what a "solid" legendary looks like. It may or may not be used at the highest level of Greater rifting, but will provide ample damage mitigation until people are able to start pushing toward end game gear progression.
The only things that I feel might change in the up coming weeks to this list, is the overall placement of Carnevil, and Helltooth/Garg Builds. Blizzard stated that Helltooth in fact will receive another buff, and that Carnevil will have a change to the build to help "reduce lag" that the fetish darts can cause. I don't believe Arachyr, or Jade will be able to compete with Helltooth, or Zunimassa for at least this upcoming season.
Build Rankings
* 1. CarnEvil (As long as future changes don't impact the build negatively)
* 2. Helltooth/Garg
* 3. Melee/Zuni (As long as your using Bane of the Stricken)
* In previous patches it was ok for the Witch Doctors solo builds to fall behind when compared to other classes. This was due to the fact that what we lacked in solo play we made up for in groups. It didn't matter if it was 2, 3, and 4 person groups a Witch Doctor was always represented, because our support build was so dominant.
* When the changes to crowd control went thru in rendered the Zombie Dog "Stun Lock", and Tikilidan Visage "Perma-Fear" builds useless. This was perfectly fine, as long as our solo capabilities received some type of "boost/buff".
* Currently our solo builds are suffering greatly when compared to other classes, but until the PTR is officially announced "completed" their is still a chance that things can do differently. Their also might be a possibility we can still provide groups great utility with a new support focused style of build, but it has yet to be made/discovered yet.
Overall I think we have a variety of builds we can use to effectively hit Greater rift 50. Now I don't expect all of these builds to be 60+ viable, but 2 out of the 5-6 Builds we have would more than enough. The only thing I don't agree with is undermining the hard work, and effort that goes into making these builds solid, only to nerf them later Ex: Jade Set , and potentially future changes to CarnEvil.
Witch Doctor isn't in a great state at the moment, but that doesn't mean we lack potential to become better then what we currently are. Hopefully towards the end of PTR Patch 2.3 we will be in a much better state, otherwise we might end up taking seat for the next season.
Hey guys I'm Debo, I Main the Witch Doctor class, ever since the beta for Diablo 3 Vanilla. Encouraging players to try out the Witch Doctor class, and enjoy Diablo 3 is my major focus. I started to do this by compiling my thoughts in guides, and streaming to provide information to those who seek it.
My Twitch Tag:
spsDebo
http://www.twitch.tv/spsdebo
My armory Profile:
http://us.battle.net/d3/en/profile/Debo-1782/hero/1274676
Diablo Fans Link to where I keep the growing list of all WD information:
"Click me"
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PTR Patch 2.3 Coverage
Patch 2.3 (Currently on PTR) is bringing a lot of changes to all classes in general. With the ability of the new Kanai's cube allowing us to utilize up to 3 legendary affixes open up a lot of possibilities for new builds, and item combinations that were not possible before. We will go over what is mostly relevant to the Witch Doctor class, and what items/changes greatly effect them.
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Skill Changes
In this section I will only be covering the biggest skill changes that effect Witch Doctors the most. I've included a link to the general patch notes below so you can see all of the changes.
Patch Notes 2.3
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Active Skill Changes
**Hex**
Every second for 5 seconds, the toad pulls in the farthest enemy within 45 yards, swallows him for 0.5 seconds, then spits him back out, leaving the enemy with a debuff that deals 750% weapon damage over 5 seconds and increases damage taken by 25%
Picture of Toad of Hugeness:
With the changes to hex have made it a very flexible skill that can't be fit into almost any build. The damage increase to the base skill, changes to toad of hugeness, and the damage increase for Jinx enable builds that lack survivability (Jade, Helltooth, Arachyr) to function much more smoothly. Since the ability to cast the Shaman/Toad at our mouse cursor location, it allows for us to hang back, and start of a fight vs a mob pack with solid crowd-control, that's on a low cool down.
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Wall of Zombies ----> Wall of the Dead
*Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 800% weapon damage as Physical over 6 seconds*
Skill Runes
Skill Rune - "Communing with Spirits" Summon a 15 yard radius spectral ring that deals 1400% weapon damage as Cold over 6 seconds, Chills all enemies who walk through by 60%, and reduces their damage done by 25%
Communing with Spirits Picture
Might be the strongest rune, out of all the Wall of Dead arsenal with "Ring of Poison" being the only one that can match closely to it. The chill effect triggers "Bane of the Trapped", and reduces the enemies damage done by 25% for 3 seconds. With a Wrath of the Bone King, while using the Kanai cube for the "Furnace" Affix could make this potentially the best Rune choice for Wall of the dead.
Skill Rune - "Fire Wall" Summon a fire wall 40 yards wide for 8 seconds that burns enemies who walk through, dealing 1000% weapon damage as Fire over 4 seconds.
FireWall Picture
Not to much to say about this skill, the damage is "Ok" when used with the HellTooth set, but the "straight line" effect when it is cast, would benefit more if it were a "Circle" radius effect like some of the other Wall of Dead have. Getting enemies to "walk thru" the fire wall isn't to difficult, but not as optimal as if it did cast in a circular manner around the enemy, a "circle of fire" if you would.
Skill Rune - "Wall of Zombies" Increase the width of the wall of Zombies to 50 yards and knock all enemies back behind the wall
Wall Of Zombies Picture
Suffers from the same problems as the "Fire wall" rune, however the knock back effect with strong-arm bracers makes for an interesting combination. The weakness of this skill lies in that if the enemy doesn't touch the wall they will not take damage, and the way the zombie wall is cast doesn't hit enough enemies within its radius.*
Skill Rune - "Ring of Poison" Summon a 15 yard radius ring for 5 seconds that poisons nearby enemies, causing them to take 1200% weapon damage as Poison over 8 seconds
Ring of Poison Picture
One of my favorite "Wall of Death" Skill runes. Poison is a very strong element choice with Witch Doctors, and synergies well with many skills. The overall utility as compared to "Communing with Spirits" is lacking, however the overall damage output, Worm Wood with Kani Cube Effect "Furnace" makes for a very strong Wall of Dead rune to use.
Skill Rune - "Surrounded by Death" Raises a circle of zombies from the ground that traps and attacks nearby enemies for 1000% weapon damage as physical over 4 seconds.
Surrounded by Death Picture
*The circle radius is very nice for the skill, it entraps enemies, and deals damage to any enemy that touches the wall of zombies. Out of both physical elemental property skills for "Wall of Dead" this seems to produce the best results due to its utility, and damage*
Passive Skills
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Kanai's Cube
I'm going to keep this short and straight to the point. The crafting recipes that comes with the cube are solid, and will allow for us to easily build ancient, legendary sets and maximize our itemization to push high level greater rifts. With that being said, the major purpose of the cube is to provide us legendary affixes of some of the most important, and powerful items in game. With the ability to have 1 armor, 1 weapon, and 1 jewelry legendary affix equipped to our character, "Ring of Royal Grandeur", "Unity Ring", and "Mask of Jeram" , "Star Metal Kukri" don't have to take up precious item slots, and can allow for us to really push some powerful build combinations.
Weapon Kani Cube Popular Choices
Armor Kani Cube Popular Choices
Jewelry Kani Cube Popular Choices
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New Arachyr Set & Changes to Helltooth
First we will cover what changes happened with the Helltooth set, showing off how the original set was, and how it has evolved since then.
Pre-Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
* 500 Int for a 2 Set bonus use to be solid, but with all the changes to most of the class sets, 500 int isn't what it use to be.
**(4) Piece Set Bonus**
* Reduction in the Wall of Zombie cast, was only meaningful if paired with Legacy Legendary items, than enabled for a 0 Cool Down Zombie wall build.
**(6) Piece Set Bonus**
* 300% Damage dealing Acid attack, that only hits in front of the Zombie Wall, that scales with physical damage, a very lack luster 6 piece bonus, and didn't enable the build to really do much.
Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
Solid 2 Piece set bonus, Marks the target with Necrosis (Slows, 1000% Weapon Damage, Increase Damage taken 15%, for 10 seconds), with most of the skills that WD use. A way better setup then the previous 2 piece set implementation, and provides group utility with the 15% increase Damage on monsters inflicted with Necrosis.
**(4) Piece Set Bonus**
* This is Where the damage mitigation comes in. You will notice that this occurs in all major sets for WD outside of the Jade set. As long as an enemy is inflicted by Necrosis you take 50% less damage, this will allow for us to get the toughness in which we need, without sacrificing to much damage in our gear setup.
**(6) Piece Set Bonus**
* 300% Increased Damage, per wall of Death cast, stacking up to 3 times. This is the bread and butter that really makes the build function. 900% increased damage, with Zombie Charger/Gargantuan is all you need to push this build up towards greater rift 60, and beyond
New Arachyr Set
Arachyr Set
**(2) Piece Set Bonus**
* 2500%(Up from 1500%) Weapon Damage dealing spider queen. She is controlled to move where ever you cast corpse spiders. She does AOE damage, and slows enemies. Not the strongest of 2 piece set bonus, but bane of trapped works well with it, and the damage she deals is "solid".
**(4) Piece Set Bonus**
* 40% Damage reduction when Hex is active, also it gains the effect of Toad of Hugeness automatically.Provides a small heal based upon your life per-second over the course of 10 seconds. Hopefully blizzard ups the damaged reduction to a clean 50%, and re-evaluates the healing effect of this bonus. But overall, it provides the toughness we need to survive higher level greater rifts.
**(6) Piece Set Bonus**
* 800%(Up from 500%) increased Damage to our creature spells. Gonna be honest here, the idea behind this 6 piece is pretty cool, however the only note worthy "Creature" spell that can actually get the most out of this bonus is Locust Swarm. Increasing the damage of this bonus, and or re-working the creature skills in general is necessary in my opinion to change the set for the better. However that might need an extended amount of time to work, so maybe altering how the 6 piece set bonus might be the best direction for blizzard.
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Helltooth/Arachyr Videos
* Hell Tooth
First impressions
Greater Rift 48 Initial set re-work
Greater Rift 55 (HellTooth Update #2)
Greater Rift 53 (Zombie Bear Variant)
Arachyr Set
First impressions
Greater Rift 53 (Arachyr Update #2)
Greater Rift 55 (Arachyr Update #2)
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New Witch Doctor Items
**Jerams Bracer**
Fantastic Legendary item that combos in with the new Hell Tooth changes. Cast three Wall of Deaths, for the price of one? Pretty much no brainer here, with the Helltooth 6 piece set bonus that amps damage per Wall of Death Cast.
**Coils of the First Spider**
The initial implementation of this item was lack luster, however with the change to reduce damage taken while channeling Firebats does make it interesting to look at a second time. The problem doesn't lye within the item, but the skill, now blizzard has made some changes in terms of mana management, and overall damage of fire bats but it just doesn't seem to be enough. Firebats needs a serious re-working, or some type of Damage increase within the item, to get it being used on a regular basis.
**Henri's Perquisition**
This is the new seasonal Witch Doctor Item coming in Patch 2.3 Season 4. It has a very solid damage mitigation effect, combined with a strong crowd control charm. Was very pleased with the overall testing of this item, and a good example of what a "solid" legendary looks like. It may or may not be used at the highest level of Greater rifting, but will provide ample damage mitigation until people are able to start pushing toward end game gear progression.
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Greater/Nephalem Rift Changes
*Evolution of Bounty/Rift System*
**PTR 2.3**
Video about the whole reasoning behind changes
Video about Greater Rift Fishing
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Build Rankings
The only things that I feel might change in the up coming weeks to this list, is the overall placement of Carnevil, and Helltooth/Garg Builds. Blizzard stated that Helltooth in fact will receive another buff, and that Carnevil will have a change to the build to help "reduce lag" that the fetish darts can cause. I don't believe Arachyr, or Jade will be able to compete with Helltooth, or Zunimassa for at least this upcoming season.
Build Rankings
* 1. CarnEvil (As long as future changes don't impact the build negatively)
* 2. Helltooth/Garg
* 3. Melee/Zuni (As long as your using Bane of the Stricken)
* 4. Arachyr/Locust Swam
* 5. Jade
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Witch Doctor 2.3 Meta (Conclusion/My Thoughts)
Overall I think we have a variety of builds we can use to effectively hit Greater rift 50. Now I don't expect all of these builds to be 60+ viable, but 2 out of the 5-6 Builds we have would more than enough. The only thing I don't agree with is undermining the hard work, and effort that goes into making these builds solid, only to nerf them later Ex: Jade Set , and potentially future changes to CarnEvil.
Video Explaining thoughts on Gear Development Cycle
Witch Doctor isn't in a great state at the moment, but that doesn't mean we lack potential to become better then what we currently are. Hopefully towards the end of PTR Patch 2.3 we will be in a much better state, otherwise we might end up taking seat for the next season.
PTR Meta conclusion Video
Congratulations for excellent work!
Thanks for sharing!
Awesome post as always Debo! Thanks for all the info
Excellent work as always Debo! Looking forward to (hopefully) an upcoming video on the upcoming PTR patch and changes to WD.
I recommend following Debo's youtube channel: https://www.youtube.com/user/DeboSc2
http://eu.battle.net/d3/en/profile/Wiberg-21958/hero/35061489
Debo time to go test stuff new changes coming to helltoth and chicken sticks baby, speed farm as chiken viable ? PLS YES
Made some correction the the guide, mispells and some things that were miss put. if you guys find anything let me know
Awesome as always Debo nice work bud
One mind cannot contain all wisdom...
Awesome.
Definitely gonna try WD on the next season.
Would you recommend trying out WD despite how hard it is to farm for carnevil, SMK, and dagger of darts?
I currently play barb and was wondering if WD in 2.3 is worth trying and can compete in farm speed with barb