Unless I am missing something, there seems to be some discontinuity in your build. You have two skills (grasp and zombie wall) and one rune stone (golden on zombie wall) devoted to keeping enemies at bay but your main damage spell only works on 'nearby' enemies (reading the alabaster rune stone on the bats). So you're going to CC mobs to prevent them from getting to you..and then move close to them and use bats? Soul harvest's damage component doesn't help either since it's short ranged too (15 yards).
I'd swap the bats' alabaster rune stone for the crimson one (reading the text, it seems like dire bats are more of a ranged nuke). I would then replace soul harvest or zombie wall with one of the other 'vermin' (just because taking a passive that benefits only one skill seems like a waste).
Using spirit walk to pick up globes feels kind of awkward. I mean, spirit walk seems like it's supposed to be used in an 'oh sh!t' situation not for mobility. If you want to preserve this playstyle I'd swap spirit walk with horrify with the alabaster rune stone. That way you can horrify, run in, get the health globes, and go back to nuking.
IMO, I don't think horrify and mass confusion would work well in your build.
For starters having both is a bit overkill for CC. Horrify and mass confusion are very similar to each other and overlap in many ways. Having said that I feel like you won't really need to use both every time they are up...and skills which aren't being used are wasting a skill slot.
Second, sacrifice itself has a measly 12 yard range. Horrified mobs will be all over the place and chances are a lot of them will be out of range of the spell's effect. You'll end up hitting one or two mobs if you are lucky. Ditto for confusion.
I would suggest taking grasp of the dead instead of horrify or confusion. It is different enough from both and therefore won't step on either spell's toes in terms of functionality. As for the rune I would take 'Death is Life' (spawns health globes) which complements your overall build.
I feel like you will get enough health regen from the health globes and would suggest swapping haunt's rune to 'Resentful Spirit' (reduced duration to 3 seconds). Your sac build will be tearing through mobs quickly and vanilla haunt won't stay up on mobs very long.
Finally (and this is simply a personal preference), I would replace 'Rush of Essence' with 'Gruesome Feast' just because it kills three birds with one stone: It complements two skills which generate health globes, it adds a much better mana regen component to your build AND it gives you a boost to attack.
Looks good. I have one comment though: I don't foresee the gargantuan as a summon which is going to die often (unlike zombie dogs) so how are you going to keep the skill on cooldown (in order to keep vision quest up)? I suggest you rune gargantuan with wrathful protector instead, that way you will be forced to use the skill every time it's up (and therefore keep it on cooldown).
It seems like your build makes the player do a lot of work for very little 'value added'. What I mean is, why cast this fancy combination of skills (mass confusion - > spirit walk -> soul harvest) when you can just spam firebomb with the red rune? Every build needs a damage component. In your case your damage comes from runed support skills. I may be wrong but I don't think you can make successful builds whose damage component comes from the runes on support skills. These runes seem like nice bonuses but I don't think they can form the main damage component of a build by themselves.
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I'd swap the bats' alabaster rune stone for the crimson one (reading the text, it seems like dire bats are more of a ranged nuke). I would then replace soul harvest or zombie wall with one of the other 'vermin' (just because taking a passive that benefits only one skill seems like a waste).
Using spirit walk to pick up globes feels kind of awkward. I mean, spirit walk seems like it's supposed to be used in an 'oh sh!t' situation not for mobility. If you want to preserve this playstyle I'd swap spirit walk with horrify with the alabaster rune stone. That way you can horrify, run in, get the health globes, and go back to nuking.
Here's an updated version of your build:
http://eu.battle.net/d3/en/calculator/witch-doctor#VkYSeP!cZY!ZcaZac
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For starters having both is a bit overkill for CC. Horrify and mass confusion are very similar to each other and overlap in many ways. Having said that I feel like you won't really need to use both every time they are up...and skills which aren't being used are wasting a skill slot.
Second, sacrifice itself has a measly 12 yard range. Horrified mobs will be all over the place and chances are a lot of them will be out of range of the spell's effect. You'll end up hitting one or two mobs if you are lucky. Ditto for confusion.
I would suggest taking grasp of the dead instead of horrify or confusion. It is different enough from both and therefore won't step on either spell's toes in terms of functionality. As for the rune I would take 'Death is Life' (spawns health globes) which complements your overall build.
I feel like you will get enough health regen from the health globes and would suggest swapping haunt's rune to 'Resentful Spirit' (reduced duration to 3 seconds). Your sac build will be tearing through mobs quickly and vanilla haunt won't stay up on mobs very long.
Finally (and this is simply a personal preference), I would replace 'Rush of Essence' with 'Gruesome Feast' just because it kills three birds with one stone: It complements two skills which generate health globes, it adds a much better mana regen component to your build AND it gives you a boost to attack.
Here's the modified version of your build:
http://us.battle.net/d3/en/calculator/witch-doctor#icYjTb!cXW!aaabZb
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