Witch Doctor - Builds/Discussion - Page 3
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GogoKodo
Canada1785 Posts
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TheUltraViolent
United States45 Posts
On May 18 2012 11:18 DeltruS wrote: I found a pretty imba build on http://www.twitch.tv/nl_quiks He beat Belial on inferno with his teammates. http://us.battle.net/d3/en/calculator/witch-doctor#YcdTQP!YUV!caYZbc Basically is gets 4 long cooldown abilities for the 300% mana regen passive. It has gruesome feast + soul harvest, allowing you to get ridiculous intellect levels. My intellect is 733 by default but, with those two abilities, it is 1800 ish. I can spam dire bats pretty much endlessly. They hit for amazing damage. I dont get why you are using a passive skill that reduces cooldown when you are going for a build that relies on having things on cooldown. If you are going to use Gruesome Feast, you should have your zombie dogs with the rune that has them drop health globs instead. | ||
Ramong
Denmark1706 Posts
http://us.battle.net/d3/en/calculator/witch-doctor#ZcUdRQ!ZVU!aaZZZb Actives: Grasp of the Dead (Unbreakable Grasp) - Right Click Firebats (Dire bats) - Left Click Spirit Walk (Honoured Guest) - Hotkey 1 Soul Harvest (Siphon) - Hotkey 2 Hex (Jinx) - Hotkey 3 Big Bad Voodoo (Smal Dance) - Hotkey 4 Passives: Vision Quest Jungle Fortitude Spirit Vessel I have been using this for 4 player Coop in Act I Inferno. Took me some time to find the best build, but I believe this give the most survivability AND damage. Hotkey 1 to 4 need to be on cooldown at all time so I have enough mana for Firebats. Then just spam those for maximum damage. I hit for 40000-50000 damage with those, Soul harvest and Big Bad Voodoo. On May 18 2012 21:04 junghansmega wrote: Hi there, quick question: I've just unlocked the "Bad Medicine" (-20% damage from poisoned enemies) passive. Why would anybody use this skill if you can use the passive slot for jungle fortitude (-20% damage from *all* enemies - without having to poison stuff). Am I missing something here? For coop the -20% damage done helps your allies a lot, though I don't use it. | ||
WArped
United Kingdom4845 Posts
On Nightmare I use Spirit Walk that regens mana (amazing for avoiding spells and damage once you get too close when you Soul Harvest) Fire Bombs, Hex with Hedge Magic for healing, Locust Swarm with mana regen and Mass Confusion. I switched out all the pets completely in order to survive longer, regen mana and crowd control. I needed to buy a lot more vitality as well, I got murdered without gaining an extra 1k hp. | ||
Haemonculus
United States6980 Posts
My first ever solo un-twinked Hell victory in D2 was with a summoning Necro, and I really want to try out a summoner-type in D3, but I'm told that the WD's summoning skills are pretty pathetic past normal difficulty. Is there any way to make your pets viable, or at least a core part of your skillset? | ||
udgnim
United States8024 Posts
On May 19 2012 00:20 Haemonculus wrote: Is there any way to make the WD a viable summoner? My first ever solo un-twinked Hell victory in D2 was with a summoning Necro, and I really want to try out a summoner-type in D3, but I'm told that the WD's summoning skills are pretty pathetic past normal difficulty. Is there any way to make your pets viable, or at least a core part of your skillset? I might end up being wrong on this in the long run, but let's say the dogs stopped being like paper and dieing to everything the damage output from a Summoner WD really pales in comparison to an AoE WD, so at best, you're left with being a summoning bot for players that use your summons as tanks regarding summoning skills, Gargantuan has been good for me through Act 1 NM. dogs are crap. | ||
GogoKodo
Canada1785 Posts
On May 19 2012 00:20 Haemonculus wrote: Is there any way to make the WD a viable summoner? My first ever solo un-twinked Hell victory in D2 was with a summoning Necro, and I really want to try out a summoner-type in D3, but I'm told that the WD's summoning skills are pretty pathetic past normal difficulty. Is there any way to make your pets viable, or at least a core part of your skillset? I don't know about viability but in terms of comparing Necromancer to Witch Doctor they are really dissimilar. Witch Doctor just has much fewer summons overall and on long cooldowns. I would compare the summons to more like the Druid from D2 with the wovles = zombie dogs and bear = gargantuan. It's possible the summons are "viable" in a way, they make you safer while you cast your other spells but you definitely won't have max DPS. | ||
Daray
6006 Posts
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Azuzu
United States328 Posts
On May 19 2012 02:06 Daray wrote: Yeah the dogs just die to everything so i wouldn't take them on any build except involving vision quest. (note: i haven't tried Leeching Beasts yet) You can sacrafice them for a full bar of mana, though. Atleast that's what I've been using them for. | ||
forgotten0ne
United States951 Posts
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Daray
6006 Posts
On May 19 2012 02:40 forgotten0ne wrote: Ok, so, extremely noob question (and I'm now 34 in Hardcore >.<) How do I bind a skill from a different tree? I see people using two defensive skills, or two voodoos, how do I do that? Options -> game play -> Elective Mode | ||
Tevinhead
United Kingdom470 Posts
http://eu.battle.net/d3/en/calculator/witch-doctor#aZUdiP!WcV!aaZZaa Playing with a friend who is a Wizard. Nearing the end of Act 1 NM. I figured I have splinter for single target dps. As neither of us can kite I took Unbreakable grasp to make it easier for both of us, allowing us to lay down the hurt without running away as much. Spiritwalk + Soul Harvest for survivability and good damage boost. Acid cloud for good AOE damage + synergy with the poison passive and fetish army with ambush for some good AOE burst and some tanking if needed. This isn't the most mana intensive build so I also got the Piece the Veil passive and finally spirit vessel because that extra life it gives you has just felt invaluable so far. Thoughts? | ||
Blitzkrieg0
United States13132 Posts
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Charger
United States2405 Posts
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DoDonPachi
Canada69 Posts
Have a low number number of dogs, but with high chance of spawning. http://us.battle.net/d3/en/calculator/witch-doctor#WSYVfQ!dha!bccZYc At the beginning of the battle, you call the Big bad voodoo in the ennemi force, then you attack them with AoE damage. This create more dogs and then you sacrifice them, killing additionnal minion and spawning additionnal dogs and repeat. I think it can be try, but i'm just at level 29. | ||
nihlon
Sweden5581 Posts
On May 19 2012 05:37 Charger wrote: Woot, took down normal without dying - was mostly soloing but also played with a Wizard friend. I knew the dogs were bad but I didn't stop using them until I read this thread lol, seems like there are a lot of better things suited for that slot. I died once, and that was against diablo. I've played three of the characters so far and the WD seems to me the easiest (at least in normal mode) when you are soloing. The combination of pets, aoe spells and defensive spells is quite strong. | ||
zul
Germany5427 Posts
whenever I can I aoe mobs, using graps of the dead + acid cloud. Gargantuan is always active and when my mana is empty I use spirit walk (honored guest) to get some mana back and spam poison darts. When enganging champions I save spirit walk for dangerous moments (this is such a cool defensive cooldown. not only are you invincible for a short time, but it also allows you to reposition). Hex is used on CD. Especially for single target fights, it is great. mobs dont run away, dont cast, dont hit for half the time, because they are a chicken and when you have an ally (mine is a barb), he can stun during the non-chick phases. The heal helps too. Someone asked if the WD can be played as a summoner, but I doubt it. I`m in Act 3 nightmare and even though it`s still easy, the dogs die like flys and are totally useless. I guess this will only get worse in Hell or inferno. Even the giant dies a lot by now and I expect him to be useless soon. I like the WD a lot and my playstyle is a very safe, but effective one: unleash everything you have in 3 seconds, repostion, shot some darts, repeat. I`m planing to experiment with vision quest passive and already have some ideas what might work. When I can report something usefull, I will post it here. | ||
turdburgler
England6749 Posts
so im just back to my standard build http://us.battle.net/d3/en/calculator/witch-doctor#aZRUkT!ZcV!aaacZc variations on this have gotten me through to act3 of hell without any issues, often swapping out zombies for haunt for added dps on bosses. all the spells are low cost/high CD so you can never not cast them, the damage is very low but you are insanely hard to kill and you have great utility. i could probably design more specifically suited builds for different situations but this has basically got me through the whole game. On May 19 2012 00:20 Haemonculus wrote: Is there any way to make the WD a viable summoner? My first ever solo un-twinked Hell victory in D2 was with a summoning Necro, and I really want to try out a summoner-type in D3, but I'm told that the WD's summoning skills are pretty pathetic past normal difficulty. Is there any way to make your pets viable, or at least a core part of your skillset? gargantuan is still an effective tank in hell hes not gonna solo the game for you or anything stupid but just the simple act of holding 1 elite mob off you for a long period of time helps in a lot of ways. | ||
Dyme
Germany523 Posts
and Spirit Walk + Soul Harvest are mandatory as far as I can see. So that leaves 2 spots to be creative. I normally use Big Bad Voodoo, because we really need the burst against Treasure Goblins, and I like having infinite mana to spam Bears. Then I still have 1 ability left, so far I've been playing around with Hex because it's good defensivly and also gives 20% more damage on the hexed target. Maybe I should try Wall of Zombies, haven't really played around with that too much. As far as Itemization goes, I only go for damage. The theory there is that I shouldn't be able to die with Spirit Walk and the ressurection-passive. Wonder if that's right because Act 2 in Inferno seemed impossible. We got a really easy combo of magic mobs against us and couldn't do shit. Our tank had 60k life and 200+ of every resistance and got killed in a second. What do you use in the 2 "creative spots"? Is itemizing for anything but damage worth it? (Except for Magic Find when you kill someone obviously) | ||
Blitzkrieg0
United States13132 Posts
I'm using a combination of Haunt and Locust Swarm for damage output while running around in circles. Soul Harvest is an insane damage boost, but I often forego it on bosses or tough elites for an extra defensive cooldown like Mass Confusion with stun. I toss fire if I can afford to stand still and to blow up destructibles on the map. I'm most of the way through Act 1 hell so far using variants of this build. Haven't actually unlocked the last Gargantuan rune yet so I currently use the elite buff thing or cleave depending on how I'm feeling. Was also using the darts with the snare rune until I unlocked the snare Haunt rune. | ||
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