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  • 0

    posted a message on Debo's Arachyr/Angry Chicken Patch 2.4.2 Guide

    Getting Back into the swing of things for updating all my stuff on Witch Doctors. Here is the first of many, on guides that I will be updating. Hope you guys enjoy, and have a little chuckle (If you know who's who in the D3 community) at the Rap song at the end of the Video Guide


    Thanks for checking it out!



    Link to the guide on Diablofans.com:


    http://www.diablofans.com/builds/83363-debos-arachyr-angry-chicken-patch-2-4-2-guide


    Link to my setup:


    http://imgur.com/a/vrqvD


    **Video of build in action:**


    Angry Chicken Video Guide:


    https://www.youtube.com/watch?v=fK_NL4ZR5wQ&feature=youtu.be)


    Angry Chicken Rap Song:


    https://www.youtube.com/watch?v=B-DVtiVqrmY

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Hex Angry Chicken Rap

    https://www.youtube.com/watch?v=B-DVtiVqrmY



    Just testing the waters, decided to make a fun video for my followers, and I think it turned out pretty good. Just wondering Peoples opinions because I might be incorporating it in future Guide builds, as a fun way to people learn a build in a fun way. I hope you guys have a nice Weekend

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Angry Chicken Patch 2.3 Guide

    Recently submitted this over in the Build section.


    http://www.diablofans.com/builds/59863-debos-angry-chicken-2-3-guide


    Angry chicken is what Jade should have been, but it will be hilarious to see How Jade will one up the Angry chicken in Season 5/Patch 2.4


    Enjoy!

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Hellfire passive snaphot expliot.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Hellfire passive snaphot expliot.
    Quote from Jelloslock»

    Since it is fixed already it doesn't matter. By the end of the season every single rank will have been beaten that used it. We still have fucking like 3months left not like its a big deal. Everyone will be many hundreds of paragon(or 1k more) higher than now and more perfect rolls and higher gems.

    The problem is it sends a "message" that this type of behavior is tolerated. People might as well bot, and run turbo hud.
    If your going to spend development time to have leader boards, and seasons while not regulating any of it, wouldn't of it been better to not have it all all?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Arachyr- will it 60+ ?

    Hex angry chicken is bugged, they already said they were gonna fix the issue AFTER the patch. Once it is fixed you will be able to do 65 with the build

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Arachyr- will it 60+ ?
    Quote from Bernardo79»

    So is this set is made only for t10 speed farming or it has potential to compete with helltooth and carnevil at greater rifts beyond 60?


    I'm asking because I didn't found any video with this set doing 60gr (and I heard that 2-set and 6-set bonus doesn't work together, also I heard that manajuma set is not working properly) , so I was wondering how this build is doing.

    it has done GR 61 before HEx angry chicken started to glitch.

    Once they fix it, it should be able to do GR 65 easy
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 3

    posted a message on Debo's "The 24 Hour Witch Doctor 2.3 Update"

    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.


    My Twitch Tag:


    spsDebo http://www.twitch.tv/spsdebo


    My armory Profile:


    http://us.battle.net/d3/en/profile/Debo-1782/hero/1274676


    Diablo Fans Link to where I keep the growing list of all WD information:


    http://www.diablofans.com/forums/diablo-iii-class-forums/witch-doctor-the-mbwiru-eikura/95384-debos-2-1-2-witch-doctor-compendium


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    The 24 Hour Witch Doctor Patch 2.3 & Onward


    *Original excerpt I used with the first guide*


    This Guide, is meant to serve people whom might be new to Diablo 3, or new to the Witch Doctor Class. It provides a structured easy to follow process that will enable the player to maximize the first 24 hours of a New Witch Doctor that is Created.

    Getting power leveled, using exploits, or group play will yield faster results in gearing up a Witch Doctor initially. The point of this guide is to provide an option for players to be self sufficient, or use as a itinerary list on what you should be focusing with a new Witch Doctor.


    Link to the first iteration of the 24 hour Witch Dotcor

    Patch 2.3 Brings a lot of changes to the core mechanics of character development in Diablo 3. Crafting, and Reforging cost pre 70 have been significantly reduced, and low level crafting mats will be the same ones that drop at max level. With these changes it allows for us to craft solid 2h weapons consistently while leveling, and have the ability to re-roll stats on our items to maximize our dps/toughness capabilities. Secondly is the Kanai's Cube, which will allow us to equip up to 3 legendary powers directly to our characters, this allows for us to push for GR 45-50 Within only the first 24 hours of character development, depending on how your luck holds out with Loot drops.


    **Just to be clear**


    • * This guide is here to help establish a well thought out (solo) structured plan to develop a new WD within only 24 hours (In Game Time)

    • * The fastest way to level in Seasons, or when creating a New WD is to do it in groups, exploits, or to get power leveled

    • * I developed this guide to show how the WD class can be fun, and very straight forward to play if you have a little guidance, and a plan on how to get it started the right way.

    • * Not everyone will be in groups, and or have a set schedule to always play with clan/guild mates all the time, so you can follow the guide at your own pacing, and after 24 hours of in game time invested end up having a Witch Doctor that is Torment Level 10 Capable or higher.

    • * If you have any questions the best place to contact me is while I'm Streaming, or in-boxing me on twitch. All this information can be found at the beginning of the guide.



    The guide Will be broken up into "Three Phases"



    **Leveling Phase**


    • * Getting your WD setup to level quickly to Max Level
    • * Efficiency in Bounty Quest Choices
    • * Difficulty Settings, Broken down by Levels
    • * Weapon Crafting, Broken down by Level
    • * Skill Choice, Broken down by Levels
    • * Tactics for Gearing while Level progressing
    • * Appropriate Stat Itemization on gear while Leveling.


    **Gear Progression Phase**


    • * Acquiring Level 70 Gear in all item slots
    • * Rift ------> Greater Rift -------> Gem Level-up Cycle
    • * Gearing Towards what dropped for you
    • * When to Start Kanai Cubing


    **Grind Phase**


    • * Getting 3 legendary Gems to Rank 40
    • * Identifying your end Game Build
    • * Setting up for Kanai Cube Crafting
    • * After 24 Hours, welcome to "Endless Paragon Grinding"

    • * In Pursuit of Perfect item sets

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    **24 Hour Witch Doctor Itinerary List**


    The following in which you are about to read, is a start to finish Itinerary for our first 24 hours for a "fresh" solo Witch Doctor. If you are in a group, you can use this as a rough outline on what you should be focusing on as you progress through content. The leveling Phase is pretty straight forward, it list what difficulty, and skill setup you should be running at different level intervals. The second phase shows how you should prioritize your time to quickly Progress onward to Torment 6. The final phase is all about rounding out your build, and gear itemization to have your Witch Doctor Torment Level 10 ready.



    **Crafting Changes**


    • * Crafting Materials that drop at low level are the same materials dropped at Lv 70
    • * Crafting costs (Pre-70) have been significantly reduced


    **Mystic Enchantress Changes**


    • * Reforging cost (Pre-70) have been significantly reduced
    • * Allows you to min/max your gear while leveling very easily, with little to no cost to you


    **Torment 1 ASAP**


    • * With the changes to the crafting system, Torment 1 is very easily obtainable by level 21
    • * The additional Exp Gained, and Gem Goblin are greatly effected by this difficulty


    **Leoric's Crown Setup**


    • * Leroic's Crown will always drop (Up until Lv 65) from the King Leroic's quest in Act 1 Story Mode
    • * The Crown increases the effect of the gem inside it, by up to 100%
    • * If you complete the quest at Lv 18 or higher, it will roll with a guaranteed socket.
    • * I would highly recommend when creating a new WD, to begin in story mode. Complete all quests leading up to (But not actually killing) the King Leoric fight, and save the way point.

    • * After this is completed leave the game, and continue your leveling thru Adventure mode. At some point while leveling, your going to run into a gem goblin, or your going to develop your ruby gems up to "Star Ruby" Quality via jewel crafting.

    • * Optimally you want to obtain 2 Imperial Rubies from a Gem Goblin, one to put in your King Leoric's Helm, and one into your crafted weapons.

    • * Depending on how lucky I am, as soon as I obtain Imperial/Star Rubies I immediately leave adventure mode, and complete the King Leroic's Quest line to obtain my Leoric's Crown. This will make a big difference from levels 50-70.

    • * Worse case scenario where you happen to get bad Gem luck, you should always pick up the Helmet no later then Lv 50, and use whatever your highest level Ruby you have available.



    **Gem Treasure Goblin & Torment Lv 1+**


    • * The Gem goblin Drops are effected by the game difficulty settings
    • * Torment Level 1 or high (Regardless of level) upon killing the Gem goblin it will drop Marquise gem levels or higher
    • * These gems will dramatically effect the rate in which it takes to get to level 70.
    • * Marquise Ruby Gem- 33%+ Increased Exp, +160 Damage on Weapon
    • * Marquise Topaz Gem- +62 int
    • * Marquise Emerald Gem- 105% Increased Critical Damage on Weapon

    At Level 21 you should be at torment level 1 difficulty. The biggest thing to look out for is the gem goblins, they take priority over everything else. Cave of the moon clan, and Halls of Agony tend to turn up a lot of goblins in general so be aware of this while completing these bounties.


    **Item Stat Prioritization**


    This is a generalization on what stats you want to have on each individual item slot. Keep in mind you should only really be Min-Maxing(AKA reforging) every 4 to 5 levels to not waste to many crafting materials.


    • * Shoulders --> Int, Vit, Armor, Life %
    • * Helm ---> Int, Vit, Critical Chance
    • * Chest ---> Int, Vit, Armor, Socket (3)
    • * Pants ---> Int, Vit, Armor, Socket (3)
    • * Boots ---> int, Vit, Armor, Increased Movement Speed
    • * Gloves ---> Int, Vit, Critical Chance, Critical Damage
    • * Belt ---> Int, Vit, Armor, Life %
    • * Initial Ring/Ammy Stats: Int, Critical Chance, Socket
    • * Optimal Ring/Ammy Stats: Int, Critical Chance, Critical Damage, Socket
    • * Weapon ---> 2 Handed Int, Increased Damage %, Socket

    *Part 1 Leveling Phase*


    **Levels 1-12**


    **Begin in Story Mode**


    * Normal Difficulty


    The reason we are starting in Story Mode is to setup for our "Leoric's Crown" for later. Complete all quests leading up until (Reign of the Black King) "The Royal Crypts". Once you have the way-point leave the game, and begin adventure mode. You should be around level 8-10 when you get to the "The Royal Crypts" check point. Don't dwell on doing side areas, your #1 focus should be is getting the way-point unlock as quickly as possible.


    **After way point has been obtained**


    * Hire Enchantress Follower


    * Poison Darts (Level 1)


    * Grasp of the Dead (Level 2)


    * Zombie Dogs (Level 4)


    * Poison Dart "Splinters" Rune (Level 6)


    * Soul Harvest (Level 9)


    * Jungle Fortitude *Passive* (Level 10)


    *Level 1-12 Ending Skill Setup*


    **Primary Skills**


    * Poison Dart "Splinters"

    * Grasp of the Dead

    * Zombie Dogs

    * Soul Harvest


    **Passive skills**


    * Jungle Fortitude


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    **Levels 12-21**


    * Adventure Mode Bounties


    * Master Difficulty


    * Haunt (Level 12) ---> Replaces Poison Darts

    * Zombie Dogs "Rabid dogs" Rune (Level 12)

    * Sacrifice (Level 13) Replaces -----> Grasp of the Dead

    * Change Jungle fortitude Passive -------> Circle of Life (To combo with Sacrifice)

    * Spirit Walk (Level 16)

    * Haunt "Consuming Spirit Rune" (Level 18)


    **Craft Journeyman Gnarled Staff 2 Handed (Level 18)**


    * Gargantuan (Level 19)

    * Zombie Dogs "Chilled to the Bone" Rune (Level 19)

    * Jungle Fortitude (Level 20)

    * Locust Swarm (Level 21) ----> Sacrifice

    * Change Circle of Life passive -----> Blood Ritual

    * Soul Harvest "Siphon"



    *Level 12-21 Ending Skill Setup*


    **Primary Skills**


    * Haunt "Consuming Spirit"

    * Locust Swarm

    * Spirit Walk

    * Soul Harvest "Siphon"

    * Zombie Dogs "Chilled to the Bone"

    * Gargantuan


    **Passive skills**


    * Blood Ritual

    * Jungle Fortitude


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    **Levels 22-27**


    * Adventure Mode Bounties


    * Torment 1 Difficulty


    **Craft Adept Bone Staff (Level 22)**


    * Hex (Level 22) replaces ------> Soul Harvest

    * Gargantuan "Humongoid" Rune (Level 22)

    * Haunt "Resentful Spirits" Rune (Level 23)

    * Spirit Walk "Jaunt" Rune (Level 23)

    * Hex "Hedge Magic" Rune (Level 26)


    **Craft Master Battle Staff (Level 26)**


    * Locust Swarm "Pestilence" Rune (Level 27)

    * Pierce the Veil *Passive* (Level 27) ---> Replaces Jungle Fortitude *Passive*


    *Level 22-27 Ending Skill Setup*


    **Primary Skills**


    * Haunt "Resentful Spirits"

    * Locust Swarm "Pestilence"

    * Spirit Walk "Jaunt"

    * Hex "Hedge Magic"

    * Zombie Dogs "Chilled to The Bone"

    * Gargantuan "Humongoid"


    **Passive skills**


    * Pierce The Veil

    * Blood Ritual


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    **Levels 28-36**


    * Adventure Mode Bounties


    * Torment 1 Difficulty


    **Craft Master Great Axe (Level 29) [2 Handed]**


    * Gargantuan "Restless Giant" Rune (Level 29)

    * Fetish Sycophants *Passive* (Level 30)

    * Hex "Jinx" Rune (Level 31)


    **Craft Grand Master Timber Axe [2 Handed] (Level 33)**


    **Craft Grand Master War Staff (Level 35)**


    * Rush of Essence *Passive* (Level 36) -----> Replaces Blood Ritual *Passive*


    *Level 28-36 Ending Skill Setup*


    **Primary Skills**


    * Haunt "Resentful Spirits"

    * Locust Swarm "Pestilence"

    * Spirit Walk "Jaunt"

    * Hex "Jinx"

    * Zombie Dogs "Chilled to the Bone"

    * Gargantuan "Restless Giant"


    **Passive skills**


    * Pierce The Veil

    * Rush of Essence

    * Fetish Sycophants


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    **Levels 37-48**


    * Adventure Mode Bounties


    * Torment 1


    **Craft Illustrious Obsidian Staff (Level 40)**


    **Craft Magnificent Elder Staff (Level 42)**


    **Craft Resplendent High Priest Staff (Level 47)**


    * Haunt "Poisoned Spirit" Rune (Level 48)

    * Gargantuan "Big Stinker" Rune (Level 48)


    *Level 37-48 Ending Skill Setup*


    **Primary Skills**


    * Haunt "Poisoned Spirit"

    * Locust Swarm "Pestilence"

    * Spirit Walk "Jaunt"

    * Hex "Jinx"

    * Zombie Dogs "Chilled to the Bone"

    * Gargantuan "Big Stinker"


    **Passive skills**


    * Pierce The Veil

    * Rush of Essence

    * Fetish Sycophants


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    **Levels 49-70**


    * Adventure Mode Bounties


    * Torment 2 or Torment 1 Difficulty


    **Craft Glorious Primordial Staff (Level 52)**


    **Craft Exalted Mythical Staff (Level 57)**


    * Confidence Ritual *Passive*(Level 60) Replaces --------> Rush of Essence *Passive*

    * Piranhas (Level 61) ----> Gargantuan

    * Piranhas "Zombie Piranhas" Rune (Level 63)


    **Craft Exquisite Caduceus Staff (Level 61)**


    *Level 49-70 Ending Skill Setup*

    **Primary Skills**


    * Haunt "Poisoned Spirit"

    * Locust Swarm "Pestilence"

    * Spirit Walk "Jaunt"

    * Piranhas "Zombie Piranhas"

    * Zombie Dogs "Chilled To The Bone"

    * Hex "Jinx"


    **Passive skills**


    * Pierce The Veil

    * Confidence Ritual

    * Fetish Sycophants

    * Rush of Essence or Spirit Vessel


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    **Phase 1 "Leveling Phase" In Depth**


    This Section will cover these major points: Bounty Choices , Itemization, and Skill Build


    **Bounty Choices**


    Bounties are pretty much straight forward. While leveling there certain bounties that we avoid, and specific acts we stay away from. When you start a new Witch Doctor, everyone can start off in "Adventure mode", granted they've completed story mode beforehand.


    **Why do you only choose Act 1 Bounties Only?**


    • * Has the most easiest bounties to complete in game
    • * Monster A.I. pales in comparison to other ones from Acts 2-5
    • * Bounty maps objectives, usually spawn in the same areas
    • * I reiterate Monsters are pretty stupid in Act 1, they really don't pose a threat.

    **What Bounties should I do, avoid sometimes, or skip all together?**


    * Here is a Image the explains it all:



    • * Green = You should do these Bounties all the time
    • * Blue = You should do these bounties, when it doesn't involve killing a boss
    • * Red = You should never do these bounties.....period

    **Why am I avoiding these Bounties?**


    • * One case, is how Difficulty level effects bosses greatly, Last thing you want to do is fight Skeleton King, Queen Araneae, or the Butcher on Masters+ Difficulty or higher, for the amount of time they take, it is not worth it.
    • * The area also could just be to large, and random to successfully locate the bounty objective quickly. This rears its ugly head with any bounties that takes place on Caverns of Araneae, or Fields of Misery

    **What about the Maybe Bounties**


    • * It is ok to do these bounties, ONLY if the bounty that is given DOESN'T involve killing a Boss Monster.

    If you complete all of the bounties, that are on the list, and all that remains are the ones that you should "NOT" do, it is more profitable to simply leave game to "Reset" the bounties.


    **Pools of Reflection**


    **Whats a pool of reflection?**


    • * Pools of Reflection provide a 25% bonus to experience

    • * This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies.
    • * Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times
    • *This experience bonus persists on logout
    • While doing bounties you will come across these pools of golden goodness, it is very easy to keep these stacks going from levels 1-61. So to increase the rate at which you level stack these pools without dying. From levels 61 onward, things can get a little tough, so be extra careful to not die as the increased exp makes a BIG difference on your way level 70.


    **Phase 1 - Itemization**


    **What Gear should I be focusing on while leveling up?**


    • * 2 Handed weapons are the best due to our skill choices, their accessibility, and how well their damage scales as we level up.
    • * The weapons scale Very well, and make it so we don't have to worry about finding a proper Off Handed weapon
    • * Equipping anything that increases the Damage for your Witch doctor. (Armor more specifically)
    • * Any type of gear, that increases the amount of experience you receive
    • * By Level 50 you should already be using the King of Leoric Crown that has a Socket for a Marquise Ruby Gem

    **Things you need to focus on while leveling up**


    • * Picking up all items that drop, and breaking them down into crafting materials
    • * Keeping an eye open for Gem goblins, as their imperial gems are very strong for leveling
    • * Crafting 2 Handed weapons, frequent and often
    • * Only focusing on bounties that were listed above, to minimize down time.
    • * If you acquire a Imperial Ruby, or a Star Ruby pre- Lv 50 you should stop what your doing, and finish the King Leoric's quest line to obtain "King Leoric's Crown" to get the increased Exp rate that the crown will provide.


    **Phase 1 - Skill Build**


    **What is the most optimal Build in your opinion to level with?**


    • * Haunt, and Locust Swarm by far
    • * Damage over Time spells are very powerful tools while leveling, and scale Dramatically well with 2 Handed Weapons.
    • * The build that I have below is a build that works well into level 70, and beyond. If you need the level by level on what skills to you, you can check out the 24 Hour Witch Doctor Phase 1 Itinerary section located at the beginning of the guide.

    **Pet/Dot Build**


    *Active Skills*


    • * Spirit Walk "Jaunt"
    • * Zombie Dogs "Chilled to the Bone"
    • * Hex "Jinx"
    • * Piranhas "Zombie Piranhas"
    • * Haunt "Poisoned Spirit"
    • * Locust Swarm "Pestilence"

    *Passive Skills*


    • * Pierce the Veil
    • * Confidence Ritual
    • * Fetish Sycophants
    • * Rush of Essence or Spirit Vessel


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    *Phase 2 Gear Progression Phase*


    • * Acquiring Level 70 Gear in all item slots

    Pretty straight forward here, should be the first thing you should be focusing on after hitting max level. 5-10 Runs through some Normal Rifts should easily acquire you a full set of Lv 70 Rare(Yellow) quality gear.


    • * Rift ------> Greater Rift -------> Gem Level-up Cycle

    Running rifts, collecting Greater Rift keys, then acquiring gems. You want to repeat the process until you've obtained all the legendary gems possible, or just the one you specifically need. After this has happened you are going to be alternating between Regular/Greater Rifts to farm for blood shards, and to level up your initial Legendary gems to Rank 25.


    **What Gems do you recommend to start off with?**


    • * Bane of the Trapped
    • * Bane of the Stricken (Season 4 only)
    • * Esoteric: Alteration
    • * Bane of the Powerful

    **Gearing Towards what dropped for you**


    • * Mask of Jeram Voodoo Mask= Pet builds
    • * Quezacotl Voodoo Mask= Haunt/Locust Swarm Builds
    • * Grin Reaper= Haunt/Locust Swarm Build, with spells for auto casting

    Link to my Witch Doctor Compendium (WD Builds at bottom)


    A Standard Build that I like to use when I'm establishing the foundation to my WD is a Pet/Dot build, as it doesn't require any special gear for it to do well.


    **Pet/Dot Build**


    *Active Skills*


    • * Spirit Walk "Jaunt"
    • * Zombie Dogs "Chilled to the Bone"
    • * Hex "Jinx"
    • * Piranhas "Zombie Piranhas"
    • * Haunt "Poisoned Spirit"
    • * Locust Swarm "Pestilence"

    *Passive Skills*


    * Pierce the Veil

    * Confidence Ritual

    * Fetish Sycophants

    * Rush of Essence or Spirit Vessel


    The easiest thing I've found to work is to get every single slot filled with a Legendary Item with solid rolls. For my starting Legendary Gems choices I use: "Bane of the Trapped", "Efficacious Toxin Gem", "Esoteric: Alteration". These gems provide additional damage, and survivability that work very well with the build.


    When to Start Kanai Cubing


    Starting off with the Kanai cube, I usually only focus on its major function: "Extract Legendary Power". If I obtain a copy of a Legendary Item That I already have (or it simply rolled bad stats) I will go ahead and cube the item, to gain its Legendary power and equip it for my Witch Doctor.


    **Weapon Kani Cube Popular Choices**


    • * Start Metal Kukri
    • * Rhen'Ho Flayer
    • * Furnace
    • * WormWood
    • * Dagger of Darts
    • * Scrimshaw

    **Armor Kani Cube Popular Choices**


    • * Mask Or Jeram
    • * Carvnevil
    • * Grin Reaper
    • * King Leoric's Crown
    • * Belt of Transcendence

    **Jewelry Kani Cube Popular Choices**


    • * Ring of Royal Grandeur
    • * Unity
    • * Convention of elements
    • * Obsidian Ring of the zodiac

    **Phase 2 Review**


    • * Step 1. Acquire Rare (Yellow) Lv 70 Gear in every Slot
    • * Step 2. Run Regular Rifts for Greater Rift Keystones
    • * Step 3. Obtain all of the Legendary Gems (Or just the ones you need)
    • * Step 4. Level up your main Legendary Gems to rank 25
    • * Step 5. Obtain Legendary Gear in each slot, and reforge with strong rolls.
    • * Step 6. Start to Establish your Kanai Cube options

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    *Phase 3 Grinding Phase*


    * Getting 3 legendary Gems to Rank 40


    This is a good side goal to focus on, while doing your Normal Regular/Greater Rift Grind. The additional damage, and toughness that the gems provide will enable us to be able to start farming end game content, at the end of our first 24 in Game hours on our Witch Doctor. Gem choices will vary, but I recommend defiantly using Esoteric: Alteration Legendary gem due to how much toughness this gem will provide at higher greater rift levels.


    * Identifying your end Game Build


    Once you've established a solid skill/gear foundation from Phase 2, you want to make sure your capable of farming end game content. There 3 sets that can instantly take you to Torment 10 (Greater Rift 45), just by obtaining them, and having some solid gem choices.


    **Helltooth**


    Video Guide


    **Ararchyr/ManaJuma**


    Video Guide


    **Carnevil/Zunimassa**


    Video Guide


    Now I'm not saying that you have to have perfect rolls, or everything set up perfectly with your Kanai cube to get these builds to Torment 10. I'm just simply saying if you start to accumulate specific set pieces more so then others, it would be wise to commit to that set. This doesn't mean you will be stuck with that certain build forever, it will just be your vehicle to get you to your destination.


    **Setting up for Kanai Cube Crafting**


    There a lot of different recipes, that are useful with the Kanai's cube, but these are the most note worthy:


    * "Archive of Tal Rasha" Extract Legendary Power


    The best recipe by far hands down. In the Phase 2 section I've included a list of popular Legendary items to cube based upon what drops for you. Solidifying a strong Cube Legendary item setup will make it so the transitioning to Torment 10, and Higher Greater Rifts very easy, combined with one of the major 6 piece sets


    * "Hope of Cain" Upgrade Rare item


    Solid choice when your searching for a specific legendary drop. With basic crafting materials, and a Rare item of your choosing, it will provide you a legendary item of that item type randomly. Example: I use a Rare Ceremonial Knife, and place it in the Kanai's cube, I also place the crafting mats required to use this recipe, I transmute the items in the box, and it turns my Rare Ceremonial knife into the legendary "Last Breath". Another nice thing about this is, that the created legendary has a chance to roll with ancient affixes.


    * "Skill of Nilfur" Convert Set item


    Allows you to convert a set item (That consists of 3 pieces or higher) to another piece of that set randomly. This will allow us to obtain set items that are missing from making our sets, with our duplicate set item pieces we acquire. However be forewarned set items made this way will never be ancient


    * After 24 Hours, welcome to "Endless Paragon Grinding"


    At this point your WD should be farming end game level content (GR Lv 45+ & Torment 10). Your next step is to plan out how far you want to take your WD. Plan on ranking in top 1000? Paragon 600-700 With solid items should be more than enough. Top 100? Well you might need something closer to paragon 1000. However I will warn you now, Paragon level HEAVILY influences the outcome of Greater Rift progression in groups or solo. Botting, and "un-ethical" things will be done in the pursuit of people Ranking against each other. (which is fine because its human nature) If you want to push high level paragon levels, just realize the bigger picture, and be aware of what goes on.


    **Exp Slaving**


    *I'll try to put this as simple as possible*


    • * The old system made it so exp was individually earned (Even exp increasing effects)
    • * People didn't like how support classes could run high amounts of Exp gaining items, while the Damage dealers of the group couldn't do the same without sacrificing significant amounts of damage.
    • * Blizzard changed this, and made it so that all Exp increasing items would apply to the groups exp total, which then would be divided evenly among everyone in the party.
    • * Players Noticed the insane exp rates, by utilizing characters in the group that do nothing more than "support" the best they can, while wearing as much Exp increasing items as possible.
    • * Double Exp Slaves, with Double Damage Dealer group setups are the normal now.

    So in short 2 people in the group should deal high amounts of damage, capable of carrying 2 other players who's focus isn't damage, but more on a Light "support" /Heavy Exp Gaining item build. So if you have dreams of grinding out high level paragon levels quickly, start building those High Exp gaining sets, or have your friends "slave" for your group.


    * In Pursuit of Perfect item sets


    So after you established what you wanted to do with Paragon farming, the only thing left is to start grinding Rifts for perfect gear sets. For weapons, and other smaller items, Using the "Hope of Cain" recipe would be a good way to attempt to pick up ancient item rolls for specific legendarys. Of course if you plan on really pushing the paragon levels eventually you will have a set of full ancient items easily. If you were to ask me which is more difficult, the paragon grinding or looking for full sets of ancient gear, paragon grinding in the long term is wayyyy more difficult.


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    Video Section


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    **Video Review of the 24 Hour Witch Doctor**


    Video Guide & Final Thoughts


    Links to most recent 24 Hour Witch Doctor Test Run


    Leveling Phase: http://www.twitch.tv/spsdebo/v/12692349


    Gear Progression Phase #1: http://www.twitch.tv/spsdebo/v/12692705


    Gear Progression Phase #2: http://www.twitch.tv/spsdebo/v/12692820


    Gear Progression Phase #3: http://www.twitch.tv/spsdebo/v/12692924


    Grind Phase: http://www.twitch.tv/spsdebo/v/12693036

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's "Helltooth & Carnevil Patch 2.3 GR 60 Guides"
    Quote from Thornagol»

    This may be a dumb question but are Fetish Sycophants and Fetish Army counted as pets? I'm wondering how/if they benefit from BBV in the next patch.

    Yep their pets, and they dont benefit from bbv anymore sadly. but it is understandable.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Witch Doctor & Patch 2.3

    So this has been a long time in the making since PTR Patch 2.3 Dropped. We looked pretty bad at the start but in that last set of changes, we ended having 3 viable builds that can push 60, and one of which has a potential of hitting 70.


    Now I don't think we will be the top class int he next patch/season, but I'm pretty confident we are not the worst.


    But in general if you wanted to play Witch Doctor Class (wether you are a returning WD, or wanted to start up as a new one), this would be the best time to do so.


    Here is the thread with all the relevant changes to witch doctor that patch 2.3 brings.


    http://www.diablofans.com/forums/diablo-iii-class-forums/witch-doctor-the-mbwiru-eikura/130661-debos-witch-doctors-patch-2-3-coverage-final.


    Hope you enjoy.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Debo's "Witch Doctors & Patch 2.3 Coverage" (Final)

    Ugh i'll adjust some things, for sake of editing so it looks more appealing to the eyes. Gonna crash im dead tired and I can only do so much in one day.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's "Witch Doctors & Patch 2.3 Coverage" (Final)

    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.

    My Twitch Tag: spsDebo http://www.twitch.tv/spsdebo


    My armory Profile:


    http://us.battle.net/d3/en/profile/Debo-1782/hero/1274676


    Diablo Fans Link to where I keep the growing list of all WD information:


    http://www.diablofans.com/forums/diablo-iii-class-forums/witch-doctor-the-mbwiru-eikura/95384-debos-2-1-2-witch-doctor-compendium


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    PTR Patch 2.3 Coverage


    Patch 2.3 (Currently on PTR) is bringing a lot of changes to all classes in general. With the ability of the new Kanai's cube allowing us to utilize up to 3 legendary affixes open up a lot of possibilities for new builds, and item combinations that were not possible before. We will go over what is mostly relevant to the Witch Doctor class, and what items/changes greatly effect them.







    Skill Changes


    In this section I will only be covering the biggest skill changes that effect Witch Doctors the most. I've included a link to the general patch notes below so you can see all of the changes.


    Patch Notes 2.3






    **Active Skill Changes**



    **Hex**


    • * The Toad/Shaman will be now summoned where the mouse cursor is placed at the time of the skill being cast.
    • * Summoned Shamans'/Toad cast range increased from 25 to 50 yards
    • * Damage bonus increased from 10% to 15%
    • * Skill Rune - Jinx, Damage bonus increased from 10% to 30%
    • * Skill Rune - Toad of Hugeness

    **Every second for 5 seconds, the toad pulls in the farthest enemy within 45 yards, swallows him for 0.5 seconds, then spits him back out, leaving the enemy with a debuff that deals 750% weapon damage over 5 seconds and increases damage taken by 25%**




    *With the changes to hex have made it a very flexible skill that can't be fit into almost any build. The damage increase to the base skill, changes to toad of hugeness, and the damage increase for Jinx enable builds that lack survivability (Jade, Helltooth, Arachyr) to function much more smoothly. Since the ability to cast the Shaman/Toad at our mouse cursor location, it allows for us to hang back, and start of a fight vs a mob pack with solid crowd-control, that's on a low cool down.*



    • * Arachyr Set also works very well with hex, due to its 4 & 6 piece set bonuses, this is a must take skill for this set.
    • * Jade set Benefits from the changes to hex, with the ability to control where the Shaman/Toad are summoned
    • * Most other sets, simply benefit from the damage increase that was granted in the recent change.




    **Wall of Zombies ----> Wall of the Dead**



    • *Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 800% weapon damage as Physical over 6 seconds*


    **Skill Runes**



    **Skill Rune - "Communing with Spirits" Summon a 15 yard radius spectral ring that deals 1400% weapon damage as Cold over 6 seconds, Chills all enemies who walk through by 60%, and reduces their damage done by 25%**




    *Might be the strongest rune, out of all the Wall of Dead arsenal with "Ring of Poison" being the only one that can match closely to it. The chill effect triggers "Bane of the Trapped", and reduces the enemies damage done by 25% for 3 seconds. With a Wrath of the Bone King, while using the Kanai cube for the "Furnance" Affix could make this potentially the best Rune choice for Wall of the dead.*



    **Skill Rune - "Fire Wall" Summon a fire wall 40 yards wide for 8 seconds that burns enemies who walk through, dealing 1000% weapon damage as Fire over 4 seconds.**





    *Not to much to say about this skill, the damage is "Ok" when used with the HellTooth set, but the "straight line" effect when it is cast, would benefit more if it were a "Circle" radius effect like some of the other Wall of Dead have. Getting enemies to "walk thru" the fire wall isn't to difficult, but not as optimal as if it did cast in a circular manner around the enemy, a "circle of fire" if you would.*



    **Skill Rune - "Wall of Zombies" Increase the width of the wall of Zombies to 50 yards and knock all enemies back behind the wall**





    *Not to much to say about this run, suffers from the same problems as the "Fire wall" rune, however the knock back effect with strong-arm bracers makes for an interesting combination. The weakness of this skill lies in that if the enemy doesn't touch the wall they will not take damage, and the way the zombie wall is cast doesn't hit enough enemies within its radius.*



    **Skill Rune - "Ring of Poison" Summon a 15 yard radius ring for 5 seconds that poisons nearby enemies, causing them to take 1200% weapon damage as Poison over 8 seconds**





    *One of my favorite "Wall of Death" Skill runes. Poison is a very strong element choice with Witch Doctors, and synergies well with many skills. The overall utility as compared to "Communing with Spirits" is lacking, however the overall damage output, Worm Wood with Kani Cube Effect "Furnace" makes for a very strong Wall of Dead rune to use.*



    **Skill Rune - "Surrounded by Death" Raises a circle of zombies from the ground that traps and attacks nearby enemies for 1000% weapon damage as physical over 4 seconds.**





    *The circle radius is very nice for the skill, it entraps enemies, and deals damage to any enemy that touches the wall of zombies. Out of both physical elemental property skills for "Wall of Dead" this seems to produce the best results due to its utility, and damage*





    **Big Bad Voodoo**



    • * Pets no longer gain double the benefit of the 20% attack speed bonus

    This is a huge indirect nerf to Wrathful Protector, the attack speed gained normally went into the damage calculations for Gargantuan. Normally you would get increased damage, and attack speed from BBV, and your gargantuan would gain the attack speed bonus as well for its own-self a "Double Dipping Effect" which lead to him hitting for Billions upon billions as damage. This change sucks, but hey I get it Gargantuan doing 25 Billion + crits is a little silly.



    * Skill Rune - Ghost Trance Now reduces damage taken by 20%.



    This could go towards a support witch doctor build, when you already have another Witch Doctor providing BBV Slam Dance.






    **Acid Cloud**



    • * You can now cast again sooner after casting Acid Cloud

    Great Change, more acid cloud spam = more dps output for the Helltooth/Acid Cloud build. The individual cast of acid cloud may not do as much damage, as a Wrathful Protector Helltooth build, or a Zombie Charger Build, the rate at which you can repeatably cast acid cloud makes up for it.



    * Skill Rune - Corpse Bomb Damage increased from 525% to 700% weapon damage



    Can't get mad a damage increase, however when using Grin Reaper to mimic this attack, they don't have the smartest A.I. in terms of appropriately targeting enemies with the spell.



    * Skill Rune - Lob Blob Bomb Damage from individual blobs can now stack



    Works really well with the New Acid Cloud Staff Suwong Diviner staff, again still suffers from the Grin Reaper Mimic A.I. when your relying on them to mimic the skill, and cast it on the appropriate area.





    **Corpse Spiders**



    • * Now benefits from the +Pet Damage affix

    This is pretty huge change, that will allow mostly melee pet builds, to utilize a primary skill that combos in with all the increased damage effect of your pets. Arachyr set, or even a regular Melee Zuni Build, can work well with this change to help push out additional damage to push the rift






    **Passive Skills**



    * "Confidence Ritual" You deal 25% additional damage to enemies within 20 yards.



    Solid new passive that gets the job done. You should take whenever possible due to its effects. wouldn't be surprised if a lot of players build this into a viable Hellfire Amulet option.



    * "Bad Medicine" Damage reduction increased from 20% to 25% Duration increased from 3 to 5 seconds.



    This change makes a big difference to poison, and group builds when looking for a way to mitigate damage. Helltooth/Acid Cloud builds works well with this change, as well as Carnevil, or most builds that build around poison damage. A very solid Hellfire Amulet choice when looking to round out a build.



    * "Fierce Loyalty" Half of the 30% Movement Speed bonus is now granted while you have a Zombie Dog, Gargantuan, or Fetish following you, even if they are in combat



    Small buff to the skill, don't see to many people taking it nowadays, but no matter how you look at it, its a buff. If your running tall mans finger build, or looking for a way to increase your pet build movement speed while farming, it's an easy skill to pickup.



    * "Fetish Sycophants" Fetishes now benefit from +Fetish Army bonus damage



    This change in part happened due to the changes with the Carnevil build. This is something we always joked about, "what if" , and now it actually happened. This change, and the change to area effect being proc'd by pets was very welcomed this patch.



    * Spirit Vessel Heal amount increased from 15% to 50% Cool-down reduced from 90 to 60 seconds



    Not to much to say about this change, when other classes "cheat death" mechanic is 60 seconds, and your the only one to have a 90 second one the change just makes sense.



    * "Physical Attunement" Has been removed Replaced with: "Swampland Attunement" Grants you and your pets 120 resistance to Physical, Poison, Fire, and Cold per enemy within 20 yards



    Solid spell, if you have to be up close to do damage, I.E.: Zombie Charger/Helltooth, Angry Chicken build, Jade etc. Thing of the deep off hand is always welcomed with this skill, but even without it's a solid change, and helps out your pets as well.







    **Kanais' Cube**



    I'm going to keep this short and straight to the point. The crafting recipes that comes with the cube are solid, and will allow for us to easily build ancient, legendary sets and maximize our itemization to push high level greater rifts. With that being said, the major purpose of the cube is to provide us legendary affixes of some of the most important, and powerful items in game. With the ability to have 1 armor, 1 weapon, and 1 jewelry legendary affix equipped to our character, "Ring of Royal Grandeur", "Unity Ring", and "Mask of Jeram" , "Star Metal Kukri" don't have to take up precious item slots, and can allow for us to really push some powerful build combinations.



    **Weapon Kani Cube Popular Choices**



    • * Start Metal Kukri
    • * Rhen'Ho Flayer
    • * Furnace
    • * WormWood
    • * Dagger of Darts
    • * Scrimshaw


    **Armor Kani Cube Popular Choices**



    • * Mask Or Jeram
    • * Carvnevil
    • * Grin Reaper
    • * King Leoric's Crown
    • * Belt of Transcendence


    **Jewelry Kani Cube Popular Choices**



    • * Ring of Royal Grandeur
    • * Unity
    • * Convention of elements
    • * Obsidian Ring of the zodiac







    **New Arachyr Set & Changes to Helltooth**



    First we will cover what changes happened with the Helltooth set, showing off how the original set was, and how it has evolved since then.



    Pre-Patch 2.3 Helltooth Version





    **(2) Piece Set Bonus**



    * 500 Int for a 2 Set bonus use to be solid, but with all the changes to most of the class sets, 500 int isn't what it use to be.



    **(4) Piece Set Bonus**



    * Reduction in the Wall of Zombie cast, was only meaningful if paired with Legacy Legendary items, than enabled for a 0 Cool Down Zombie wall build.



    **(6) Piece Set Bonus**



    * 300% Damage dealing Acid attack, that only hits in front of the Zombie Wall, that scales with physical damage, a very lack luster 6 piece bonus, and didn't enable the build to really do much.


    Patch 2.3 Helltooth Version





    **(2) Piece Set Bonus**



    Solid 2 Piece set bonus, Marks the target with Necrosis (Slows, 1000% Weapon Damage, Increase Damage taken 15%, for 10 seconds), with most of the skills that WD use. A way better setup then the previous 2 piece set implementation, and provides group utility with the 15% increase Damage on monsters inflicted with Necrosis.



    **(4) Piece Set Bonus**



    * This is Where the damage mitigation comes in. You will notice that this occurs in all major sets for WD outside of the Jade set. As long as an enemy is inflicted by Necrosis you take 50% less damage, this will allow for us to get the toughness in which we need, without sacrificing to much damage in our gear setup.



    **(6) Piece Set Bonus**



    * 300% Increased Damage, per wall of Death cast, stacking up to 3 times. This is the bread and butter that really makes the build function. 900% increased damage, with Zombie Charger/Gargantuan is all you need to push this build up towards greater rift 60, and beyond



    **Helltooth Version Patch 2.3 Update #2 (Final Changes)**



    This probably will be the last set of changes happening to Helltooth Set before the patch goes live, here are the changes.



    **(2) Piece Set Bonus**



    * 15% Increased damage --------> 20% increased damage



    Solid change here, will be useful for people who play HT in Groups, and upping overall damage of the build.



    * 1000% Weapon Damage -------> 1500% Weapon Damage



    Increased damage for Necrosis, buffs the overall 2 piece set bonus for the set.



    **(4) Piece Set Bonus**



    * No changes



    **(6) Piece Set Bonus**



    * 300% Increased damage -----> 900% Increased Damage, Only one case is needed



    Quality of life change here, one cast to get to 900% increased as, opposed to 3 needed. Now Jeram Bracers aren't a definite requirement for the build.



    **New Arachyr Set**




    **(2) Piece Set Bonus**



    * 2500%(Up from 1500%) Weapon Damage dealing spider queen. She is controlled to move where ever you cast corpse spiders. She does AOE damage, and slows enemies. Not the strongest of 2 piece set bonus, but bane of trapped works well with it, and the damage she deals is "solid".



    **(4) Piece Set Bonus**



    * 40% Damage reduction when Hex is active, also it gains the effect of Toad of Hugeness automatically.Provides a small heal based upon your life per-second over the course of 10 seconds. Hopefully blizzard ups the damaged reduction to a clean 50%, and re-evaluates the healing effect of this bonus. But overall, it provides the toughness we need to survive higher level greater rifts.



    **(6) Piece Set Bonus**



    * 800%(Up from 500%) increased Damage to our creature spells. Gonna be honest here, the idea behind this 6 piece is pretty cool, however the only note worthy "Creature" spell that can actually get the most out of this bonus is Locust Swarm. Increasing the damage of this bonus, and or re-working the creature skills in general is necessary in my opinion to change the set for the better. However that might need an extended amount of time to work, so maybe altering how the 6 piece set bonus might be the best direction for blizzard.



    **Manajuma's Way Changes**



    Original Set





    **(2) Piece Set Bonus**


    • * 250 int
    • * 30 Mana Per Kill
    • * Surrounded by AOE poison cloud


    Set was "Ok" but really didn't see any type of high level play due to the fact their were way better weapons, that provided a lot more benefits to Witch Doctor builds.



    Updated Changes





    **(2) Piece Set Bonus**


    • * Your Hex Angry chicken explosion damage is increased by 200%, and slain enemies trigger an additional explosion.
    • * Your Hex Angry Chicken lasts for 15 seconds, and movement speed increased by 100% while in chicken form

    The changes to this set do 2 major things. First, and foremost combined with the Arachyr set, the Angry Chicken rune will allow the build to climb greater rift 60+. The second is that it will provide a reliable speed farming build for the Witch Doctor, that can keep up with other classes that already have established speed farming build.





    **Helltooth/Arachyr/Carnevil Videos**



    * Hell Tooth



    [First impressions]


    [Greater Rift 48 (Initial set re-work)]


    [Greater Rift 55 (HellTooth Update #2)]


    [Greater Rift 53 (Zombie Bear Variant)]


    [Helltooth/Acid Cloud 2.3 Guide GR 60]



    * Arachyr



    [First impressions]


    [Greater Rift 53 (Arachyr Update #2]


    [Greater Rift 55 (Arachyr Update #2)]


    [Arachyr + Manajuma Carving knife GR 60+ Possible]



    * Carnevil



    [First Impressions]


    [Greater Rift 60(After Carnevil Anti-Lag Update)]


    [Carnevil 2.3 Guide GR 60]







    **New Witch Doctor Items**



    **Jerams Bracer (Seasons & Non Season)**



    Fantastic Legendary item that combos in with the new Hell Tooth changes. Cast three Wall of Deaths, for the price of one? Pretty much no brainer here, with the Helltooth 6 piece set bonus that amps damage per Wall of Death Cast.



    **Jerams Bracer "Update"**





    The increased damage, is really welcomed for "Wall of Death". You will be using the spell often, and it greatly assists with AOE damage in the Helltooth Build. With this change, it really solidifies itself as the go to bracers when running the Helltooth set.


    **Coils of the First Spider (Seasons & Non Season)**


    The initial implementation of this item was lack luster, however with the change to reduce damage taken while channeling Firebats does make it interesting to look at a second time. The problem doesn't lye within the item, but the skill, now blizzard has made some changes in terms of mana management, and overall damage of fire bats but it just doesn't seem to be enough. Firebats needs a serious re-working, or some type of Damage increase within the item, to get it being used on a regular basis.


    **Henri's Perquisition (Seasons Only)**


    This is the new seasonal Witch Doctor Item coming in Patch 2.3 Season 4. It has a very solid damage mitigation effect, combined with a strong crowd control charm. Was very pleased with the overall testing of this item, and a good example of what a "solid" legendary looks like. It may or may not be used at the highest level of Greater rifting, but will provide ample damage mitigation until people are able to start pushing toward end game gear progression.



    **Suwongs Diviner (Seasons & Non Season)**





    The damage increase for acid cloud is the major highlight here. It brings the damage levels of Acid Cloud up to acceptable levels, and with the added bonus of all Acid Cloud runes gaining the Lob blob Bomb, makes it a solid overall choice when using a Helltooth/Acid Cloud build.



    **Scrimshaw (Seasons & Non Season)**





    Increased damage to Zombie Charger, and reduced resource cost of the spell make this a very solid choice to players wanting to utilize a zombie Charger build. Taking the Scrimshaw as a cube option isn't to bad either, since the reduced resource cost is the real selling point on the weapon. This weapon as an equip, with a Kanai cube Star Metal Kukri will probably give you the best results.







    **Greater/Nephalem Rift Changes**



    *Evolution of Bounty/Rift System*



    • * Bounties Provided 5/6 Rift Keystone Fragment per full clear
    • * 5 Rift Keystone Fragment were needed to open a rift (Only one person needed to open them)
    • * Greater Rifts were released
    • * Rift Keystone Requirement reduced to 1 per player
    • * Rifts had a % based chance to drop Greater Rift Trial Keystones
    • * Players would defeat monsters in Trials to determine what GR level they would start on


    **PTR 2.3**



    • * Nephalem Rifts no Longer require any Keystones to open
    • * Greater Rifts no Longer require trials to be completed, players can now select their rift difficulty
    • * Gems can no longer be upgraded unless a player successfully clears the rift


    **Video about the whole reasoning behind changes**



    [Rift & Gem Changes 2.3]



    **Video about Greater Rift Fishing**



    [Greater Rifts and Fishing]





    **Build Rankings**



    Even with the changes to Carnevil, it still towers over the rest. Area damage now can be triggered by pets, as well as Increase Fetish Army Damage affecting all fetishes. Helltooth with Acid Cloud, or Zombie Charger, with the new weapons they have included for them, make it easy to climb to GR 60+ with Helltooth. Arachyr Set can push GR 60+ as well when combining it with the Manajuma's Way set, since they've changed it to work with Hex "Angry Chicken", unfortunately as of right now on PTR Hex "Angry Chicken" is bugged, but their was a recorded WD who was able to get it to GR 61 before this happened.



    **Build Rankings**



    • * 1.CarnEvil (As long as future changes don't impact the build negatively)
    • * 2.Helltooth/Acid Rain Helltooth/Zombie Charger
    • * 3.Arachyr/Manajuma Hex "Angry Chicken"
    • * 4.Melee/Zuni
    • * 5.Jade






    *Below were my thoughts about Witch Doctor, after the second major patch update on PTR. This however has since changed, if you would like to see how my thoughts were about the class, before the finally update was released read below, otherwise skip the the next section.*



    **Witch Doctor 2.3 Meta (Conclusion/My Thoughts #1 (Aug 4th 2015))**



    • * In previous patches it was ok for the Witch Doctors solo builds to fall behind when compared to other classes. This was due to the fact that what we lacked in solo play we made up for in groups. It didn't matter if it was 2, 3, and 4 person groups a Witch Doctor was always represented, because our support build was so dominant.


      * When the changes to crowd control went thru in rendered the Zombie Dog "Stun Lock", and Tikilidan Visage "Perma-Fear" builds useless. This was perfectly fine, as long as our solo capabilities received some type of "boost/buff".


    * Currently our solo builds are suffering greatly when compared to other classes, but until the PTR is officially announced "completed" their is still a chance that things can do differently. Their also might be a possibility we can still provide groups great utility with a new support focused style of build, but it has yet to be made/discovered yet.

    Overall I think we have a variety of builds we can use to effectively hit Greater rift 50. Now I don't expect all of these builds to be 60+ viable, but 2 out of the 5-6 Builds we have would more than enough. The only thing I don't agree with is undermining the hard work, and effort that goes into making these builds solid, only to nerf them later Ex: Jade Set , and potentially future changes to CarnEvil.



    [Video Explaining thoughts on Gear Development Cycle]



    Witch Doctor isn't in a great state at the moment, but that doesn't mean we lack potential to become better then what we currently are. Hopefully towards the end of PTR Patch 2.3 we will be in a much better state, otherwise we might end up taking seat for the next season.



    [PTR Meta conclusion Video #1]






    **Witch Doctor 2.3 Meta (Conclusion/My Thoughts #2 (Aug 12th 2015))**



    * I would first like to thank John Yang for the last set of changes recently added for the Witch Doctor class. It is amazing how a couple of changes here, and their amounted to us having 3 different gear sets that can clear Greater Rift 60+ with relative ease.



    **Last Set of Changes**


    • * Helltooth Set Buffed
    • * Arachyr Set Buffed
    • * Manajuma's Set Buffed
    • * Increased Fetish Army Damage effects all Fetishes
    • * Area Damage can now be proc'd by pets
    • * Numerous items having extra effects added, and spell damage increases on most of them
    • * Active skill damage Increases


    • * If you want a pet build to Push GR's Carnevil is the clear winner, if your looking for a caster type build Helltooth is defiantly the way to go, and if your looking for a speed run, or a build that's a little different Arachyr with Manajuma's set would be ideal for you. Any way you look at it all three sets can push GR's 60, and beyond.


    • * Group play for Witch Doctor doesn't look to bad either atm. I still feel helltooth would be the best option due to its utility, but I've seen many Carnevil builds being placed into groups as a damage dealer doing pretty well. However as the season go on I don't think we will be put into high GR clearing group setups, but probably more so for exp Slave parties. Slave parties being a class that just stacks exp gaining effects, to increase the rate in which the group gains paragon levels.


    **Overall Witch Doctor is in a very solid state at the current moment. Players can actually pick up different sets, and push higher level content without being frustrated with only one build option. We also have a lot of versatility that we can bring to groups: Helltooth Set for damage/utility, Carnevil for a Damage dealing, and different combination of skills to efficiently exp slave a party. I look very much forward to the new patch/season, and all it brings. Old & New Witch Doctor players will find something to come back to with this new Patch, and will keep them playing actively for a long time to come.**



    [PTR Meta conclusion Video #2]

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's "Helltooth & Carnevil Patch 2.3 GR 60 Guides"
    Quote from TopHatCat64»

    Quote from DeboSc2»
    After the change to Big Bad vodoo no longer effecting pets what so ever, its damage output dropped dramatically.


    Wait, I was really looking forward to using the Helltooth/Garg build, what happened to BBV?

    pets no longer gain the 20% attack speed increase from bbv

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's "Helltooth & Carnevil Patch 2.3 GR 60 Guides"
    Quote from ol_baid»

    Regarding your Manajuma Build, why not going physical for pushing the chicken even more? Just because it is bugged currently or do mimic'd Piranhado + mimic'd Spider Queen appropriate damage?

    the bug makes it so that half the time, angry chicken doesnt even hit

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's "Helltooth & Carnevil Patch 2.3 GR 60 Guides"

    So I've been doing some work on the PTR, and was able to setup some nice itemization's to be able to clear 60 very easily with the New Helltooth, and Carnevil setups.



    Helltooth 2.3 Guide


    With the Helltooth set, initially we were using it with Gargantuan Wrathful protector 0 cool-down build. After the change to Big Bad vodoo no longer effecting pets what so ever, its damage output dropped dramatically. So our sights turned from Garg Helltooth to a Acid Cloud/Zombie Charged focused build. I find that I think acid cloud with HT has a potential to push all the way to GR 65.


    Carnevil 2.3 Guide


    Carnevil received some changes that make the build play pretty different, but not to different from its previous iteration. Increased Fetish army damage effects all fetishes, pets can now proc area damage, and 5 high powered fetishes shoot darts instead of 23, in attempts to reduce build lag. I imagine in seasons, and non-seasons players will push up to Gr 70 no problem with the build

    Arachyr's set also can push up to GR 60, but unfortunately I can't really test it due to the Hex "Angry Chicken" rune not working correctly on PTR, so watch out for that in the future when I cover it.

    How you guys enjoy.

    Posted in: Witch Doctor: The Mbwiru Eikura
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