with this build your in close range combat with mobs trying to constantly pick up health globes and get the most of your passive that reduces CD's by 1 second per enemy death within 8 yards and returns 1% mana/life also per death (radius increased by things that increase gold pick up radius so you can extend this to about 15 yards+ looking at enchantments).
your spirit walk and soul harvest do MASSIVE damage to mobs close to you and you pick them off with grasp of the dead which enemies killed with it have a 50% chance to drop a health globe so your passive "gruesome feast" will be constantly used and at max.
you have a few CD abilities with this:
1. grasp of the dead - 8 second CD
2. soul harvest - 15 second CD
3. Spirit Walk - 15 second CD
but with all of them being reduced by 1 second per death you should be able to rotate all of them almost back to back and in between use firebats for massive dmg and mana dump. your gruesome feast will help you regain all your mana back and your 4 dogs take 40% of your dmg sustained (70% with lvl 7 rune) and help guard you as well as your gargantuan. and with your attack bonus from gruesome feast AND soul harvest your dmg will be really high
or if you actually wanted to melee mobs you could sub bats for spirit barrage alabster and wack mobs to death or something like that
"Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands." -blizz
thoughts? changes?
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
The only possible weakpoint i see is your match up against bosses or other exceptionally strong elites. Without a bunch of mobs to be killed you can't quickly recharge Soul Harvest and Spirit Walk, loosing two massive DPS tools. Also, your Soul Harvest loose considerable efficiency (only one target too hit), you loose the damage boost from Gruesome Feast and your mana recovery mechanisms (Gruesome Feast and Blood Spatter).
Your only tool for damage is Firebats. We don't really know if 275% Weapon Damage alone without passive boosts is enough to bring down a boss in Hell or Inferno. Theres also the relatively high mana cost + no mana recovery mechanism.
I know bosses summons minions for health globes, but it might not allways be the case. Some bosses simply drop health globes when they take certain amount of damage instead of summon minions. There might also be enviorment health globes (like in the Arena). So it's not confirmed that 100% of the bosses will be summoning minions whenever you need to proc your "on kill effects".
I think the build is really good. I"m just saying you might find some really hard situations in case you can't run your combo (just like revenger barbs). Maybe you should try to replace Soul Harvest or Mass confusion for dot/single target oriented skill. This way you have a additional weapon against bosses (and I think you're strong enough with masses of enemies, so loosing this skills might not make a lot of diffeence in the end).
The only possible weakpoint i see is your match up against bosses or other exceptionally strong elites. Without a bunch of mobs to be killed you can't quickly recharge Soul Harvest and Spirit Walk, loosing two massive DPS tools. Also, your Soul Harvest loose considerable efficiency (only one target too hit), you loose the damage boost from Gruesome Feast and your mana recovery mechanisms (Gruesome Feast and Blood Spatter).
Your only tool for damage is Firebats. We don't really know if 275% Weapon Damage alone without passive boosts is enough to bring down a boss in Hell or Inferno. Theres also the relatively high mana cost + no mana recovery mechanism.
I know bosses summons minions for health globes, but it might not allways be the case. Some bosses simply drop health globes when they take certain amount of damage instead of summon minions. There might also be enviorment health globes (like in the Arena). So it's not confirmed that 100% of the bosses will be summoning minions whenever you need to proc your "on kill effects".
I think the build is really good. I"m just saying you might find some really hard situations in case you can't run your combo (just like revenger barbs). Maybe you should try to replace Soul Harvest or Mass confusion for dot/single target oriented skill. This way you have a additional weapon against bosses (and I think you're strong enough with masses of enemies, so loosing this skills might not make a lot of diffeence in the end).
ya i was thinking the exact same thing after i made it. its a great farming build, and should be really fun :P. but a really shitty boss killer lol. so i would use this build strictly for farming, and seeing how much stronger champions are then reg monsters i really dont think a champion will survive all of your CD abilities especially with very high attack. think about just that 900% wpn dmg spirit walk can do and + attack bonus's +gear attack bonus might be something like 1500%+ wpn dmg at lvl 60. and your other abilities and pets also.
but ya definitely need another ability if your going to use this for bosses. but since we can swap abilities w/ a nephlem alter i would just switch to a boss killing build like http://us.battle.net...ihTb!fZW!bZaZaZ for never-ending corpse spider spam w/ haunt for 17 seconds, spirit barrage for 20 seconds and pets doing dmg w/ fettish's being summoned as i cast spiders, and i could blow up my dogs for 800% dmg before they die xD
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I personally think it's a viable build, however, you may need to replace mass confusion with horrify. It's a much shorter cd and it lasts longer and it's more reliable(the rune on mass confusion that stuns them if their not feared implies there is a chance to not be confused)
But mostly because it's spammable.(it does work on champions/rares, but not bosses, I use it in the beta)
You can use mass confusion once a fight.. maybe 2 if it's a long fight, horrify 3-4 times and if you're sorrounded(which could likely happen being up so close even with petas), horrify will make them spread for breathing room.(Fear doesn't break on damage.)
I personally think it's a viable build, however, you may need to replace mass confusion with horrify. It's a much shorter cd and it lasts longer and it's more reliable(the rune on mass confusion that stuns them if their not feared implies there is a chance to not be confused)
But mostly because it's spammable.(it does work on champions/rares, but not bosses, I use it in the beta)
You can use mass confusion once a fight.. maybe 2 if it's a long fight, horrify 3-4 times and if you're sorrounded(which could likely happen being up so close even with petas), horrify will make them spread for breathing room.(Fear doesn't break on damage.)
after thinking about it, its going to be annoying using all 5 of those abilities constantly. i wanted to be lazier with this build so i subbed in gargantuan for another guard and laziness. with tons of health globes dropping from GoTD rune effect itll be easy to keep all of your pets alive.
and if you can kill fast enough you could maybe even get rid of bats for alabaster spirit barrage or indigo corpse spiders and just rotate your 3 main abilties while refreshing the other
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I love that build. It is like super well balance between damage dealt, damage reduction, minions and health recovery.
Althought there is no really CC in this, you wont need any because you have some great dmg dealers
- Spirit walk -gargantuan -firebats -soul harvest
Then you have minions to take hits for you
-zombie dogs
-gargantuan
And all those dmg reduction and health/mana recovery
-Blood spatter
-Gruesome feast
-Life link
-Death is life
For me it sounds a very good example of what a witch doctor should be if he plans soloing inferno.
Hey, this is "my" version of your build. I just replaced the zombie dogs engine for the Fetish Army-Big Bad Voodoo-Tribal Rites engine. My intention was reduce those 120 sec skills cooldown to 90 sec and then use Blood Spatter to recharge those skills before the next "hard" encounter. Then a realise theres no better way to use Blood Splatter then the engine you created (Firebats + Crisom Spirit Walk).
I came to realize that inferno might not drop much health globe as in normal mode so this build at inferno might depend on grasp of the dead only.
no thats exactly the point. inferno will have less health globes while this build is pulling a 80% chance per death of GoTD (lvl 7 rune) to drop one. and with the CD being reduced below 8 seconds while it lasts 8 seconds you will be able to overlap GoTD's for double dmg and your almost guarenteed a HB per death. itll be health globe city in any difficulty
also thinking about that, since the HB's will be plentyful keeping me and my pets alive and giving me infinite mana i could get rid of zombie handler for pierce of the vale for 20% more dmg. and the increase in mana cost doesnt matter because of gruesome feast. OH boy the possibilites XD
and then enchanting the WD with the increase in healthglobe/gold pick up radius.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I know right, its hard to tell others if their build is possible or lacking power. They are quite a lot possible.
By the way, where can you find runestone rank 1+ bonuses? I always see rank 1 bonus only and when i look for it on diablo wiki or battle net they are there but empty.
I know right, its hard to tell others if their build is possible or lacking power. They are quite a lot possible.
By the way, where can you find runestone rank 1+ bonuses? I always see rank 1 bonus only and when i look for it on diablo wiki or battle net they are there but empty.
right now we can only see lvl 4 runes on the skill calc. but i remember what alot of the values were when they were showing lvl 7.
the increase from 1 to 2 and 3 to 4 and so on until 7 isnt 100% linear for all abilities. some increase only slightly at first and make big ass jumps from 4-5 and 5-6 ect. as of now we have no knowledge of the exact values of any rune except 4. :/
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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with this build your in close range combat with mobs trying to constantly pick up health globes and get the most of your passive that reduces CD's by 1 second per enemy death within 8 yards and returns 1% mana/life also per death (radius increased by things that increase gold pick up radius so you can extend this to about 15 yards+ looking at enchantments).
your spirit walk and soul harvest do MASSIVE damage to mobs close to you and you pick them off with grasp of the dead which enemies killed with it have a 50% chance to drop a health globe so your passive "gruesome feast" will be constantly used and at max.
you have a few CD abilities with this:
1. grasp of the dead - 8 second CD
2. soul harvest - 15 second CD
3. Spirit Walk - 15 second CD
but with all of them being reduced by 1 second per death you should be able to rotate all of them almost back to back and in between use firebats for massive dmg and mana dump. your gruesome feast will help you regain all your mana back and your 4 dogs take 40% of your dmg sustained (70% with lvl 7 rune) and help guard you as well as your gargantuan. and with your attack bonus from gruesome feast AND soul harvest your dmg will be really high
or if you actually wanted to melee mobs you could sub bats for spirit barrage alabster and wack mobs to death or something like that
"Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands." -blizz
thoughts? changes?
The only possible weakpoint i see is your match up against bosses or other exceptionally strong elites. Without a bunch of mobs to be killed you can't quickly recharge Soul Harvest and Spirit Walk, loosing two massive DPS tools. Also, your Soul Harvest loose considerable efficiency (only one target too hit), you loose the damage boost from Gruesome Feast and your mana recovery mechanisms (Gruesome Feast and Blood Spatter).
Your only tool for damage is Firebats. We don't really know if 275% Weapon Damage alone without passive boosts is enough to bring down a boss in Hell or Inferno. Theres also the relatively high mana cost + no mana recovery mechanism.
I know bosses summons minions for health globes, but it might not allways be the case. Some bosses simply drop health globes when they take certain amount of damage instead of summon minions. There might also be enviorment health globes (like in the Arena). So it's not confirmed that 100% of the bosses will be summoning minions whenever you need to proc your "on kill effects".
I think the build is really good. I"m just saying you might find some really hard situations in case you can't run your combo (just like revenger barbs). Maybe you should try to replace Soul Harvest or Mass confusion for dot/single target oriented skill. This way you have a additional weapon against bosses (and I think you're strong enough with masses of enemies, so loosing this skills might not make a lot of diffeence in the end).
ya i was thinking the exact same thing after i made it. its a great farming build, and should be really fun :P. but a really shitty boss killer lol. so i would use this build strictly for farming, and seeing how much stronger champions are then reg monsters i really dont think a champion will survive all of your CD abilities especially with very high attack. think about just that 900% wpn dmg spirit walk can do and + attack bonus's +gear attack bonus might be something like 1500%+ wpn dmg at lvl 60. and your other abilities and pets also.
but ya definitely need another ability if your going to use this for bosses. but since we can swap abilities w/ a nephlem alter i would just switch to a boss killing build like http://us.battle.net...ihTb!fZW!bZaZaZ for never-ending corpse spider spam w/ haunt for 17 seconds, spirit barrage for 20 seconds and pets doing dmg w/ fettish's being summoned as i cast spiders, and i could blow up my dogs for 800% dmg before they die xD
But mostly because it's spammable.(it does work on champions/rares, but not bosses, I use it in the beta)
You can use mass confusion once a fight.. maybe 2 if it's a long fight, horrify 3-4 times and if you're sorrounded(which could likely happen being up so close even with petas), horrify will make them spread for breathing room.(Fear doesn't break on damage.)
after thinking about it, its going to be annoying using all 5 of those abilities constantly. i wanted to be lazier with this build so i subbed in gargantuan for another guard and laziness. with tons of health globes dropping from GoTD rune effect itll be easy to keep all of your pets alive.
and if you can kill fast enough you could maybe even get rid of bats for alabaster spirit barrage or indigo corpse spiders and just rotate your 3 main abilties while refreshing the other
Althought there is no really CC in this, you wont need any because you have some great dmg dealers
- Spirit walk -gargantuan -firebats -soul harvest
Then you have minions to take hits for you
-zombie dogs
-gargantuan
And all those dmg reduction and health/mana recovery
-Blood spatter
-Gruesome feast
-Life link
-Death is life
For me it sounds a very good example of what a witch doctor should be if he plans soloing inferno.
Hey, this is "my" version of your build. I just replaced the zombie dogs engine for the Fetish Army-Big Bad Voodoo-Tribal Rites engine. My intention was reduce those 120 sec skills cooldown to 90 sec and then use Blood Spatter to recharge those skills before the next "hard" encounter. Then a realise theres no better way to use Blood Splatter then the engine you created (Firebats + Crisom Spirit Walk).
no thats exactly the point. inferno will have less health globes while this build is pulling a 80% chance per death of GoTD (lvl 7 rune) to drop one. and with the CD being reduced below 8 seconds while it lasts 8 seconds you will be able to overlap GoTD's for double dmg and your almost guarenteed a HB per death. itll be health globe city in any difficulty
also thinking about that, since the HB's will be plentyful keeping me and my pets alive and giving me infinite mana i could get rid of zombie handler for pierce of the vale for 20% more dmg. and the increase in mana cost doesnt matter because of gruesome feast. OH boy the possibilites XD
and then enchanting the WD with the increase in healthglobe/gold pick up radius.
I know right, its hard to tell others if their build is possible or lacking power. They are quite a lot possible.
By the way, where can you find runestone rank 1+ bonuses? I always see rank 1 bonus only and when i look for it on diablo wiki or battle net they are there but empty.
right now we can only see lvl 4 runes on the skill calc. but i remember what alot of the values were when they were showing lvl 7.
the increase from 1 to 2 and 3 to 4 and so on until 7 isnt 100% linear for all abilities. some increase only slightly at first and make big ass jumps from 4-5 and 5-6 ect. as of now we have no knowledge of the exact values of any rune except 4. :/