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.
* One of the "Elite four" of Witch Doctor Helmets, this will maxamize our Star Metal Kukri to the fullest.
Shoulders: Aughilds Power
* Combined with the fact were using Royal Ring of Granduer, and Our shoulder/bracer slots are open this is an obvious choice.**
* 2 Piece set= 7% Decreased damage from melee/ranged attacks**
* Ring of Royal Granduer enables 3 piece set = 15% Increased Damage to elites, 15% Decreased Damage from elites. **
Gloves: Tasker and Theo
* Increases attack speed for fetishes(only when meleeing), Gargantuan. Optimizes our Damage in situations when you can't shoot dart directly at the enemy.
Ring 1: Stone of Jordan
* Elemental Damage, and Increased damage to elites? Not to mention the potential to roll strong Primary stats, and a reforge to enable some crit damage, or crit chance. **
* This combined with Royal Ring of Granduer, is the Best in slot combo (excluding if your running unity/follower combo) in game for this build.
Ring 2: Royal Ring of Grandeur
* Love it, or Hate it this ring is your best friend. Reduces set cost of all set items by 1, but nothing permited below 2 set pieces.
* This combined with Stone of Jordan, is the Best in slot combo (excluding if your running unity/follower combo) in game for this build.
Weapon: Star metal Kukri
* Star Metal Kukri: Massive Cooldown potential from fetish + Tribal Rights + Grave injustice = Crazy Bad Voodoo & Wrathful Protecter spamming. *
* With this weapon it turns our Big Bad Vodoo, into a permenant 30% Damage & 20% Attack increase buff.
Off Hand: Zunimassa String of Skulls
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die.
* This is pretty much non-negotiable
Boots: Zunimassa's Trail
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die.
* This is pretty much non-negotiable
Pants: Swamp Land Wadders
* 20% Increased Poison elemental Damage, on a pants slot? Easy Decision here.
* Gives our Fetishes, Gargantuan, and Zombie dogs an insane DPS increase.
Belt: The Witch Hour
* Witching Hour: Survivability stats are lacking, but: Attack speed & Crit Damage on a belt make up for it.
* Increased attack speed = Allows for faster Dart shooting = Fetishes getting in more Vollys = Higher Dps
* Critical Damage = A lot of increased damage for pets.
Chest: Zunimassa Marrow
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die. **
* This is pretty much non-negotiable
Bracer: Aughild's Search
* Combined with the fact were using Royal Ring of Granduer, and Our shoulder/bracer slots are open this is an obvious choice.
* 2 Piece set= 7% Decreased damage from melee/ranged attacks
* Royal Ring of Granduer enables 3 piece set = 15% Increased Damage to elites, 15% Decreased Damage from elites.
Necklace: Any Amulet with Trifecta Stats or Phys Ele% dmg , Int, CC, CHD
* As long as you have Trifecta stats running, or Ele Crit/Crit dmg amulet this will round out everything.
Spirit walk- "Jaunt"
* Extended time in the spirit realm by 3 seconds, sounds good to me. Since we don't use alot of mana for this build it is a straight forward decision on this rune choice. **
* With Grave Injustice this allows for us to Run short on toughness, due to the fact this skill almost always being off cooldown. **
Fetish Army- "Legion of Daggers"
* 8 fetishes, Physical property, and damage can be increase by: "Increase fetish army" Skill damage rune.
* Please remember when using Carnevil, no matter what property the FA skill is set to, it is converted to poison while shooting darts.
Gargantuan- "Wrathful Protector"
* Ok I know he likes to "herp de derp", and it's a fire property rune, but hey Tribal Rights + Grave Injustice + Task Theo + Big Bad Voodoo = Spamable Wrathful......when not Derping. **
* To decrease the "derp" factor I advice summoning the Wrathful protector directly next to the elite.
Big Bad Voodoo- "Slam Dance"
* 30% Increased damage, on top of the 20% increased attack speeed? We have our "Elite killing" spell.
* Combine this with Grave Injustice + Star Metal + Tribal Rights = 90% of the time this spell is off its cool down
Poison Dart- Snake to the face
* Mandatory in a CarnEvil Build, Allows for your Fetishes to mimic shooting darts when you do.
* Also the Stun effect on Snake to the face will help us dramatically in controlling Rifts Bosses/Elites.
Piranhas- "Piranhado"
* 15% Damage increase on targets affected by Piranhas. Sounds pretty nice, and with Grave Injustice we will be using this ability often.
Pierce the Veil
* 20% increased damage, at the cost of 30% increased mana cost? We don't even use mana in this build, sounds like a winner. *
Grave Injustice
* 1% Hp/Mana restored, and 1 second reduction to all skills, per enemy killed. This with our other Cool down reduction skills make it so we can maximize damage,
and allow our cooldown reduction to come from our skills not our gear.
Tribal Rights
* 25% cooldown reduction on Big Bad Voodoo, and Gargantuan. Combine this with Star Metal means constant spamming of these usually long cooldown based skills.
Spirit Vessel
* Pure survivability, Shortens our cool down for spirit Walk as well, CarnEvil usualy doesn't build to much toughness, but with this skill it allows us to "thread the needle".
Debo, I am in a WD clan with 150 wd's we farm all day together, I have given away multiple full sets of zuni, jade, ht, multiple moj's, quetz you name it... 0 yes 0 SMK's lol. I have never been in a game when a SMK has dropped. I even prefer to farm with WDs that already have a SMK for this reason, still no luck. That 1.2% or whatever that was posted is more like .000000000000000000000012% in my case lol
I am currently playing around with the Carnevil build and find that SMK although seems nice, a Pig Sticker with IAS 7% can be used to up your attacks to over 2 per sec. with little to no effort
Yeah so I'm wondering. Looks nice and all, just one thing. Why would you use Zuni's when you have a SMK? I mean isn't that just...dumb? Maybe it's just me. But it seems to me that with proper CDR you can *easily* guarantee 100% FA uptime without using Zuni's.
This would allow for some very nice gear adaptations. Everything else looks solid, it's just that the Zuni's makes no sense to me.
This build is outdated and needs to be unstuck from this forum.
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My Twitch Tag: spDebo (http://www.twitch.tv/spsdebo)
My armory Profile:
http://us.battle.net/d3/en/profile/Debo-1782/hero/1274676
DiabloFans Link to where I keep the growing list of all WD information:
[Debo's WD Guide on Diablo Fans:
(http://www.diablofans.com/forums/diablo-iii-class-forums/witch-doctor-the-mbwiru-eikura/87828-showcased-builds-debos-witch-doctor-guide)
**Now that the formalities are out of the way:**
**CarnEvil End Game Guide**
Image Link to my gear that I use:
[CarnEvil](http://i.imgur.com/B5SdMj0.jpg)
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**Gearing list:**
Helm: CarnEvil
* One of the "Elite four" of Witch Doctor Helmets, this will maxamize our Star Metal Kukri to the fullest.
Shoulders: Aughilds Power
* Combined with the fact were using Royal Ring of Granduer, and Our shoulder/bracer slots are open this is an obvious choice.**
* 2 Piece set= 7% Decreased damage from melee/ranged attacks**
* Ring of Royal Granduer enables 3 piece set = 15% Increased Damage to elites, 15% Decreased Damage from elites. **
Gloves: Tasker and Theo
* Increases attack speed for fetishes(only when meleeing), Gargantuan. Optimizes our Damage in situations when you can't shoot dart directly at the enemy.
Ring 1: Stone of Jordan
* Elemental Damage, and Increased damage to elites? Not to mention the potential to roll strong Primary stats, and a reforge to enable some crit damage, or crit chance. **
* This combined with Royal Ring of Granduer, is the Best in slot combo (excluding if your running unity/follower combo) in game for this build.
Ring 2: Royal Ring of Grandeur
* Love it, or Hate it this ring is your best friend. Reduces set cost of all set items by 1, but nothing permited below 2 set pieces.
* This combined with Stone of Jordan, is the Best in slot combo (excluding if your running unity/follower combo) in game for this build.
Weapon: Star metal Kukri
* Star Metal Kukri: Massive Cooldown potential from fetish + Tribal Rights + Grave injustice = Crazy Bad Voodoo & Wrathful Protecter spamming. *
* With this weapon it turns our Big Bad Vodoo, into a permenant 30% Damage & 20% Attack increase buff.
Off Hand: Zunimassa String of Skulls
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die.
* This is pretty much non-negotiable
Boots: Zunimassa's Trail
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die.
* This is pretty much non-negotiable
Pants: Swamp Land Wadders
* 20% Increased Poison elemental Damage, on a pants slot? Easy Decision here.
* Gives our Fetishes, Gargantuan, and Zombie dogs an insane DPS increase.
Belt: The Witch Hour
* Witching Hour: Survivability stats are lacking, but: Attack speed & Crit Damage on a belt make up for it.
* Increased attack speed = Allows for faster Dart shooting = Fetishes getting in more Vollys = Higher Dps
* Critical Damage = A lot of increased damage for pets.
Chest: Zunimassa Marrow
* One of the three pieces, that enable us to hit our 4 piece set (with the help of RROG) for a permenant Fetish army that last until they die. **
* This is pretty much non-negotiable
Bracer: Aughild's Search
* Combined with the fact were using Royal Ring of Granduer, and Our shoulder/bracer slots are open this is an obvious choice.
* 2 Piece set= 7% Decreased damage from melee/ranged attacks
* Royal Ring of Granduer enables 3 piece set = 15% Increased Damage to elites, 15% Decreased Damage from elites.
Necklace: Any Amulet with Trifecta Stats or Phys Ele% dmg , Int, CC, CHD
* As long as you have Trifecta stats running, or Ele Crit/Crit dmg amulet this will round out everything.
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**Skill build breakdown:**
** Active Skills: **
Spirit walk- "Jaunt"
* Extended time in the spirit realm by 3 seconds, sounds good to me. Since we don't use alot of mana for this build it is a straight forward decision on this rune choice. **
* With Grave Injustice this allows for us to Run short on toughness, due to the fact this skill almost always being off cooldown. **
Fetish Army- "Legion of Daggers"
* 8 fetishes, Physical property, and damage can be increase by: "Increase fetish army" Skill damage rune.
* Please remember when using Carnevil, no matter what property the FA skill is set to, it is converted to poison while shooting darts.
Gargantuan- "Wrathful Protector"
* Ok I know he likes to "herp de derp", and it's a fire property rune, but hey Tribal Rights + Grave Injustice + Task Theo + Big Bad Voodoo = Spamable Wrathful......when not Derping. **
* To decrease the "derp" factor I advice summoning the Wrathful protector directly next to the elite.
Big Bad Voodoo- "Slam Dance"
* 30% Increased damage, on top of the 20% increased attack speeed? We have our "Elite killing" spell.
* Combine this with Grave Injustice + Star Metal + Tribal Rights = 90% of the time this spell is off its cool down
Poison Dart- Snake to the face
* Mandatory in a CarnEvil Build, Allows for your Fetishes to mimic shooting darts when you do.
* Also the Stun effect on Snake to the face will help us dramatically in controlling Rifts Bosses/Elites.
Piranhas- "Piranhado"
* 15% Damage increase on targets affected by Piranhas. Sounds pretty nice, and with Grave Injustice we will be using this ability often.
+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+
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**Passive Skills**
Pierce the Veil
* 20% increased damage, at the cost of 30% increased mana cost? We don't even use mana in this build, sounds like a winner. *
Grave Injustice
* 1% Hp/Mana restored, and 1 second reduction to all skills, per enemy killed. This with our other Cool down reduction skills make it so we can maximize damage,
and allow our cooldown reduction to come from our skills not our gear.
Tribal Rights
* 25% cooldown reduction on Big Bad Voodoo, and Gargantuan. Combine this with Star Metal means constant spamming of these usually long cooldown based skills.
Spirit Vessel
* Pure survivability, Shortens our cool down for spirit Walk as well, CarnEvil usualy doesn't build to much toughness, but with this skill it allows us to "thread the needle".
**Video of build in action:**
**These builds were executed on T6**
[CarnEvil End Game Build Tutorial Video](https://www.youtube.com/watch?v=NmYkKS3iHCo)
Second rule about finding an smk, is NOT TALKING ABOUT SMK
Third Rule about finding an smk, If someone says "stop", no more, or passes out in his computer chair, the smk finding group is over.
Fourth rule: Only 4 witch doctors in a party
FIFTH rule: Only open one Rift Portal at a time, and only the opener can close the portal.
Sixth Rule: NO pants, no Chest armor hoarding
7th Rule: Parties will go on as long as they have to.
8th Rule: If this is your first night at SMK FINDING PARTY, you have to open rift portals.