Tromp: it's in there, circle of life dogs do not go away when you change the passive. If you don't like changing passives this is a pretty good one, TBH I find that having 3 dogs is better than 15% mitigation, they tank the majority of monsters for you.
Lotware: thank you btw. I think you see this already, but I have some advice - in this setup, since dots do not scale with attack speed (except in how fast you cast them), big bad voodoo is less helpful than it seems since the 20%AS adds 0 damage to spiritbarrage-phantasm,locusts,haunt (tho obviously it buffed your well of souls).
I think you'll like this also because of the no mana problems, and you can slot resentful spirit to haunt twice as a time. Sure well of souls does 490% weapon damage and scales with speed better, but phantasm allows you to slot +20% damage. Adjusting for attack speed in any given 5seconds with 1.4attack speed WellOfSouls will do 3430% over 5seconds, whereas phantasm will just do 2430%(including 20% talent) - on the upside phantasm is an aoe damage/slow, you aren't casting wellofsouls 100% of the time but phantasm can be up while dot-ing (higher uptime/use), the 20% damage is buffing other spells you have too, it only takes about 2seconds to put down x3 phantasm.. in the meantime you can dot more things,
I like frozen pirhanas too, they seem to be an 80% slow. I don't find I personally need that though since phantasm aoe-slows, and I can spirit-walk or horrify away monsters who catch me in a corner, But if you just want to make sure your 15% damage from pirhanas gets on a lot of targets, your best bet is zombie pirhanas. Either way pirhanas is very low damage (50% per second) comparatively to the other abilities so I usually use it for the CC and/or making sure the 15% debuff is up. I mainly had pirhanado in there because I tend to use grave injustice and things that are gripped die faster(due to area damage), and I play a lot of multiplayer with a wizard who loves things gripped together.
Hey Vid, yeah it takes some gear to fast clear any high Torment o'course. Though I just have +20% cold myself, I have great weapons and good overall gear.
If you find or know of a setup that is overall faster at baseline without niche gear, I'm very interested. As far as I could tell/math this is the most overall optimal I've come up with without various special items (tho quetz definitely helps). Though there is a lot of attempt here to take into account the realistic average situation while gaming by things like dps uptime, mana limitations, time penalty due to death, etc (eg zombie pile on looks great on paper if you had unlimited mana and monsters never moved from one place or attacked you with arcane/walls/etc, but alas =|).
Like if you assume someone has 0 special legendary abilities on gear, are there better setups when dealing with realistic conditions? There are a lot of variables there like fight length , elite/monster abilities and preferences for melee range or being far off...whether you like some challenge or just want to 1 shot every monster.. etc
And Creeping Death - monsters are either in combat with you or not. If they drop out of combat, aka stop chasing you, all debuffs are removed from them. Otherwise we could teleport into a zones, cast locusts on a group, then teleport somewhere else and repeat -- go back to all of those zones 5 minutes later and collect our loot =|. If they are still in combat the dots last 5minutes.
There was a thread on this forum recently saying that strongarm is not working with pirhanado, so idk.
Snapshot means: a dot stays the same strength as when it was cast, despite temporary buffs fading or being gained. Get a +400% damage pylon (or a lord harrington's belt proc) and cast locusts, and they will stay +400% damage even when the buff fades.
Since either all dot ticks are a crit, or all not a crit, you can also cast a dot until it turns into a crit (afterward leave it alone to crit tick).
So after my comment a couple days ago I set to get the craftables I needed, since I already had my 20% cold ammy, I managed to put the set together witch 35% cold and an extra 23% to haunt and started trying the build with progressive difficulty scaling, I must say it's an awesome build, it delivers as you would expect, I ended up with only 600k sheet dps, wich comes up to 850k while ingame, but with that I was able to clear a T6 rift in 35 mins, so I'm gonna keep using it for a long time (until I find either zuni's or jade's set to toy with).
I did made a few changes while scaling the diff, I'm also using frozen piranhas to get a little bonus fro cold% and I usually set them on the floor and lay 3 phantasms and everything kinda stucks there, because of the shorter cd of frozen piranhas I removed Grave Injustice and got Gruesome Feast in, just to get a bit more dmg in. As for actives I realized it strongly depends on diff level, up until T5 I was using Soul Harvest and Mass Confusion in place of Horrify and Spirit Walk, since in T4, if I got cornered, I could always kill something and make a hole before I died, at that point I switched to Spirit Walk (Healing Journey) and Zombie Dogs (Life Link), since dmg on T5 and T6 gets awfully bursty for your dogs and I'd rather have a way to bringing them up immediatly, plus the life link helps a lot.
That said, grats on an awesome guide for an awesome build, keep it up =)
Trompu! I really appreciate your comment, and l-o-v-e hearing alternative setups. I'm very busy with IRL atm and it's hard to find the hours to sit down and play with math (eg I want to do an "all spec, all math"comparison using the real mechanics and scaling that blizz doesn't mention on some things). I will give a try to frozen pirhanas again when soloing.
I shift that passive slot around too, I just dislike how fast gruesome dissipates and how its highest stacks tend to happen after 70% of the monsters are dead... I think it's also that it makes me feel a little frantic to get health globes (which can lead to a lot of unnecessary running around, or having to dodge more due to having less mitigation (yay GI lowering horrify/spirit walk). I have a similar beef with soul harvest (meh buff, meh used as damage, often makes you run into melee then maybe back out, meh).
Taking another dps talent for easy difficulty is great. And yeah, T5+ is brutal on the dogs and I find I have to just leave in circle of life passive at times on T6 if using ukhapian serpent. I find horrify's pre-cast 60% toughness too useful to part with though as it really prevents insta gibs for me. I have had wild thoughts of trying to make a passable Tall man's fingerbone ring and use circle of life to get a mega zombie dog (then remove the passive after it's summoned), but other rings are too good. For anyone who doesn't know, the mega zombie dog has around 1.6million health compared to the 60k of regular dogs.
Please post in if you find any more feedback or ways you would improve or change all this.
just wanted so say thanks for posting this build. It reinvigorated my motivation for WD again. i went from t1 to 3 after i changed to this build. and the playstyle suits me much more than my previous one. A suggestion could be that you add a bit more details about playstyle and skill rotation when in combat.
I might give that setup a go, getting dogs just from Circle of Life and putting Horrify on my actives but the thing so far is that I've found I don't die often enough to feel that it's necessary, on the other hand there aren't that many dmg increasing skills to pick from so it's just a matter of testing, I honestly don't like Soul Harvest either, I was using it for that same reason, I couldn't find another skill that would actually help me kill stuff faster since survivality was not an issue.
Thx for the feedback and I'll try to keep coming back with my own experiences.
I just feel that things die too slowly. Suriving is not a problem but farming felt a bit inefficient. I guess I need more cold dmg? Currently trying to reroll my rorg to chd. Anyone got any pointers on where to improve? What should I gamble for from Kedala for instance?
Mainly I'm happy that some people are going up a torment or two and having same/better speed, changing from the more traditional pet setups.
This is not meant to be one of those "Hey if you have ALL PERFECT ITEMS you can farm T6" kind of "guides". It's more about an overall extremely good setup that is more accessible to most players before they get all the perfect items. Though this is an excellent way pre-jade harvester setup. But farming T5 will probably never be super fast in any gear setup without special legendaries and 4sets. If you're gambling go for some of the useful items listed in the opening post and/or a stone of jordan ring.
For me T4 is an awesome difficulty, stuff goes down pretty fast and I can run it while watching TV, I usually get the dogs out (pun intended) and switch to gruesome feast for dps whoring and press my Soul Harvest button whenever I remember to. I can do T5 "efficientish" but for that I don't switch the passive since the dogs die quite often and I try to always keep an eye on Soul Harvest buff. I still can't get to like Horrify, since I'm not in danger of dying that often and I prefer a button a hardly press cause I forget rather than one I hardly press because it gets way too niche for my playstyle, I do reccomend though that your properly gear your Templar and take him with you, he can be a life saver from time to time.
What I do consider important to improve farming speed is the bonus dmg stacking, I got +39% cold, +35% elite and +23% haunt, alltogether comes out to some nice dmg output on elites and rift bosses. But don't freak out if you got low sheet dmg, as you can see in my profile, I got 575k wich doesn't sound that great but if you think about it, Quetzalcoatl "doubles" your dmg output.
On some final words, I really like the fact that the build is the fact that the only "luck" you need to get it going is find your Quetzalcoatl (I don't see it working without it, since everything would take twice the time and that sound terrible), but other than that you just craft 5 items and start your monster slaying session. As for what to look from Kadala I would say:
Stone of Jordan ring
Tall Man´s Finger ring
Sun Keeper mace (for elite dmg)
Uhkapian Serpent mojo (awesome item in general)
I think that should burn a couple thousand shards so good luck
Hi! I'm trying the build with my new Witch Doctor, I'm not very experiencied, that's the first time I'm playing with that class, but I can say that I'm enjoying it, did T4 rifts without much problem, my dots are ticking 7m~14m and I don't even have the Quetzalcoatl yet! (been trying on Kadala, but got only others leg WD helm) I'm using andariels with cold dmg atm, hoping for one Quetz drop... Also my Mojo is just a random yellow drop I got yet, I can probably goes very further when I find the helm and a good mojo!
My profile: http://us.battle.net/d3/en/profile/TheOni-1389/hero/47384395
Atm I don't have any Haunt or other skill modifiers, I'll be trying to improve those atributes.
Can you explain me how Uhkapian Serpent mojo works for this build?
PS: I played with my strongarm bracers more and I find them very underwhelming and hard to test with the pieces I have available. I am certain that they do -not- snapshot the damage bonus on dots. Over and over I pirhanado a single monster then applied locusts (or haunt in separate tests), since dots show a single non changing number. Never did the debuff snapshot on them, if it's even working. So if it works, it's just that 5s immediately after the first pull in. You're better off having a wizard friend around who runs elemental exposure, cold blooded, and conflagration.. since they seem to be party wide from what we can discover online or observe.
Other nice tip: there is that community button in-game. There is a large witch doctor community channel that often has several hundred players online, and they are constantly running rifts. The idea is that hopefully people will trade legendaries they don't need, but that you need (trading them a crappy legendary that dropped which you would otherwise destroy). You can trade legendaries for up to 2hrs after they drop, but only to the people who were in party with you when it dropped.
Lastly, I didn't mention Proc-coefficients in the main post in detail and will probably leave it out. But for those who wanted to know what that is -- basically all spells have a modifier that is applied to every proc in this game: life on hit, "chance to cast lightning bolt on hit", and something like wizard magic weapon-ignite (chance to set on fire). Basically slow single target spells have a 100% coefficient (like haunt) and would give you 100% of your life on hit (or always proc magicweapon ignite), or give you the real 30% chance per attack to proc an odyn's son.
But most aoe spells have lower coefficients like 33% chance (or lower). But if you're hitting x3 monsters with them you would get your full life on hit, otherwise one target would give 33% of it. Similarly an odyn's son with 30% proc chance might actually have around 10% proc chance when used on an aoe spell with a 33% modifier.
There are charts of the coefficients floating around these forums in the theorycrafting sections.
While looking for a build to use while farming zunis/jades/pet build stuff, came across this, been running this for a week and here's my thoughts.
The damage output (if geared) of this build is *insane*, mind you, I really am nearly BiS gear for this build, but I can farm T6 all day long, without dying, even getting shitty rifts (death maidens, anarchs, incinerators, winged assassins, I hate you all) and still np!
This build truly shows that tooltip dps doesn't say jack shit, I got a 1.9 million tooltip archon wizard, that has more stationary dps output, but because I have to kite everything and half the time have no dps uptime, it drops down alot, and more importantly, there's no way on earth you can reliably farm T6 (solo) as arcane wizard, unless you have all RNG gods at your side and are running vyrs+tals 4 set. This build, well I would say that the quetzcoatl and thunderfury are fairly mandatory, but 2 items! and no set items at that. Spend some shards on Kadala, not hard to get this build working.
I got the serpent OH, but I dont like wasting time running CoL to get dogs, and on top of that, it forces me to run dogs as a permaskill as they simply do not survive on T6 - and I actually like running horrify, that armor is delicious. With paragon in armor and horrify having pretty much 100% uptime I am sitting on 13k armor - that with aughilds/bt and string of ears mitigation, well the dangerous melee hitters in t6 are barely hitting me for 100k, easymode!
Instead of running the serpent OH I went with Thing of the Deep, and I can say that the 20y pickup radius on it coupled with grave injustice is simply amazing. Anything on my screen dies? -1 sec cd. Any healthglobe on my screen? take ONE step, pick it up. I would recommend this OH over serpent any time of the day.
For group rifting I switch horrify to slam dance - with GI and the OH my slam dance cooldown is nonexistant, its up every pack, and because it is, every group will want you, you will bring 45% damage modifer (slam dance/piranha) with pretty much permanent uptime, which other class can say the same?
Thanks to this build I ditched my wizard and play WD nonstop now, and then to think I shelved this character on vanilla d3 / prenerf inferno after hitting that brick wall called act 2, and never touched it again since last week... because some pet WD inspired me to try it out... well fuck pets, and fuck pet AI, dots is where its at
Wow congrats, and thank you so much for the feedback and ideas.
You have a mighty good point about that offhand and dogs for T6. And you also make me wish I could get some more pieces to finally roll +cold, I may do as you're doing and look for some decent yellow in the meantime.