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.)
Not sure if anyone has pointed it out on the forums yet, but in the beta right now, when you kill a target that has haunt on them and it goes to another target.. the duration isn't refreshed.
At level 13 it lasts 6 seconds.. if I put it on target X and it died in 4 seconds and it went to haunt target Y, it would only last the remaining 2 seconds of the full 6 second duration.
This makes me not want to use it anymore. :<
On a random note, "1% damage converted to life" property on weapons give you life back from all abilities not just melee attacks, including grasp of the dead.. attacks from my zombie dogs, however, didn't return life.. Only my personal spell casting abilities.(The spider summons DID return damage however, it must only be excluded from permanent summons)
0
You will just be using haunt and locust on many monsters.. then recasting haunt since it lasts 3 seconds with that rune.
You can trade firebats for an AOE spell(or rune firebats to dire bats, so its a strong aoe, instead of strong single target with hungry bats)
0
Witch doctor summons toads/spiders to help him fight by dealing damage. Source: http://www.thefreedictionary.com/ally
0
0
0
0
0
Arcane orb is just a mass of energy, not alive.
0
I fail to see why that would be op.
I can see it being op in some games like WoW, where a spell has a casting time and homing.
However, in Diablo, spells are as spammable as melee attacks/ranged attacks and are manually aimed just like them. Explain how it would be op?
0
Otherwise, it would be too OP.
0
Same with the ranged attack of the zombie that summons more zombies.
0
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.)
1
At level 13 it lasts 6 seconds.. if I put it on target X and it died in 4 seconds and it went to haunt target Y, it would only last the remaining 2 seconds of the full 6 second duration.
This makes me not want to use it anymore. :<
On a random note, "1% damage converted to life" property on weapons give you life back from all abilities not just melee attacks, including grasp of the dead.. attacks from my zombie dogs, however, didn't return life.. Only my personal spell casting abilities.(The spider summons DID return damage however, it must only be excluded from permanent summons)
0
I'm curious, it just says all damage.. Will this affect summons?
Link to the passive: http://us.battle.net/d3/en/calculator/witch-doctor#!e
0
0