This build as high survivability, high damage output and awesome crowd-control. It does'nt seem to have any problem at all with mana. I can't find any real downside for this build really.
First of all, it as 3 type of damage which will deal with element resistant mobs.
Then, i can get up to 70% increased damage if i collect up to 5 globes.
- Zombie dogs + Sacrifice
Basically, the dogs main purpose is tanking and generating health globes. What i really like about golden ZD is that it will be pretty usefull versus boss since it will provide more healing. Other globe generating skills need unit kills to generate globes which is not as convenient in boss fights. Then, by using alabaster on sacrifice, i generate even more globes. Each time i sacrifice 3 zombie dogs, and keep sacrificing new ones coming up from alabaster, i will generate an average of 3 health globes every 60 secs.
- Spirit walk + horrify
When the health globes drop, i need to be able to get them by passing trough the creeps and i think that spirit walk is a skill hard to skip in any build. When it expires, even if i am surrounded by creeps, i just need to cast horrify to get out of trouble.
- Haunt + Firebats
Damage dealing skills being of two different element type, arcane and fire. Those skill could be replaced by other skills depending on how this build turns out to be but since Haunt is a DOT and Firebat is chanelling, they seem to make a good pair with awesome damage output. Keep casting Haunt every 3 secs and then use Firebats for a 376% damage/sec boosted by 20% to 70% damage increase.
- Pierce the veil + Rush of essence
Rush of essence basically negates the 30% increased mana cost and will even turn out to generate more mana in the long run.
- Gruesome feast
It just seems to have a good synergy with the globe production comming from ZD + sacrifice as they are runed
All this needs to be tested out but it seems really solid to me.
I like how you're specializing in the health orbs. You're planning on being very aggressive and bursty while your only defence is more health orbs and horrify. (and maybe your zombie dogs help defend you but it won't matter in inferno I bet). Besides that, you're relying on heavy damage. I would think you're constantly getting surrounded by enemies.
My witch doctor philosophy is taking control of the feild. With hex, mass paranoia for CC. Big bad voodoo to boost up the team as a whole (I'm expecting to play with 3 other players). My spam attack is haunt while I keep Manitou up. http://us.battle.net/d3/en/calculator/witch-doctor#cjidQP!aUi!aYaaZc
This build is mostly for when I'm supporting my mob and weakening the enemy mob.
As for the other guy.... you truly are investing in keeping distance. I can't imagine your rotation unless you can cast all that stuff at a fast pace. Haunting, darting, AoE CC AoE damage, slow grasping.... sounds pretty good. Your stradegy just kinda makes my head hurt.
your relaying too much on zombie dogs, since they got 1 min cd. Maybe make them od some aoe dmg that isnt coming from any other source of your dmg. And fire bats are bad choice in my way of thinking. As range caster you should stay away from enemis as much a posible.
Build has everything you need i think. Some changes here and there if its needed, but for now as much i saw about beta, this is what im sticking with.
You're build made me laugh a lot actually having no healing or escaping means. My build is not meant for inferno actually, i got something else for that. Just thinking that once you try out you're build you'll be crying a lot.
I like how you're specializing in the health orbs. You're planning on being very aggressive and bursty while your only defence is more health orbs and horrify. (and maybe your zombie dogs help defend you but it won't matter in inferno I bet). Besides that, you're relying on heavy damage. I would think you're constantly getting surrounded by enemies.
My witch doctor philosophy is taking control of the feild. With hex, mass paranoia for CC. Big bad voodoo to boost up the team as a whole (I'm expecting to play with 3 other players). My spam attack is haunt while I keep Manitou up. http://us.battle.net...idQP!aUi!aYaaZc
This build is mostly for when I'm supporting my mob and weakening the enemy mob.
As for the other guy.... you truly are investing in keeping distance. I can't imagine your rotation unless you can cast all that stuff at a fast pace. Haunting, darting, AoE CC AoE damage, slow grasping.... sounds pretty good. Your stradegy just kinda makes my head hurt.
You're build as a lot of long cooldown abilities. Good mana regen but poor healing and escaping abilities also. It might shine in the long run when grave injustice does the trick.
Your only escape is Horrify which has 20 sec cooldown but a 9 second effect from your rune. I don't think that's fair. NERF.
Mass Hysteria should count as an escape ability (Or even a table turner). I'm not so worried with escaping. This is more about taking over the feild during 4 player vs. mob. Hence the Big Bad Voodoo. Horrify, however, helps too. Though I already have enough feild control.
Grave Injustice might help. I don't know how many creatures I'd kill in my party in 60 seconds of a cooldown. Probably an average of 15 in inferno at most I predict. Including the time on my CD taken down, it makes the ability overall even less significant. Especially for bosses.
Your only escape is Horrify which has 20 sec cooldown but a 9 second effect from your rune. I don't think that's fair. NERF.
Mass Hysteria should count as an escape ability (Or even a table turner). I'm not so worried with escaping. This is more about taking over the feild during 4 player vs. mob. Hence the Big Bad Voodoo. Horrify, however, helps too. Though I already have enough feild control.
Grave Injustice might help. I don't know how many creatures I'd kill in my party in 60 seconds of a cooldown. Probably an average of 15 in inferno at most I predict. Including the time on my CD taken down, it makes the ability overall even less significant. Especially for bosses.
So you're talking about getting blocked in by creatures and you want to move through them?
Thats the only explanation for the severance rune.
Spirit walk is used with horrify. You basically use spirit walk, walk trough ennemies to damage them and when it wears off, you cast horrify since you will most likely be close to them and in some case in a dangerous situation. Spirit walk is also used to escape death. You basically use it to get out of danger and it also serves as a mean to pick up health globes which are garded by foes. I can hardly see how someone can use spirit walk crimson as an offensive spell without horrify.
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http://us.battle.net/d3/en/calculator/witch-doctor#bUceVT!ceU!bZacYa
First of all, it as 3 type of damage which will deal with element resistant mobs.
Then, i can get up to 70% increased damage if i collect up to 5 globes.
- Zombie dogs + Sacrifice
Basically, the dogs main purpose is tanking and generating health globes. What i really like about golden ZD is that it will be pretty usefull versus boss since it will provide more healing. Other globe generating skills need unit kills to generate globes which is not as convenient in boss fights. Then, by using alabaster on sacrifice, i generate even more globes. Each time i sacrifice 3 zombie dogs, and keep sacrificing new ones coming up from alabaster, i will generate an average of 3 health globes every 60 secs.
- Spirit walk + horrify
When the health globes drop, i need to be able to get them by passing trough the creeps and i think that spirit walk is a skill hard to skip in any build. When it expires, even if i am surrounded by creeps, i just need to cast horrify to get out of trouble.
- Haunt + Firebats
Damage dealing skills being of two different element type, arcane and fire. Those skill could be replaced by other skills depending on how this build turns out to be but since Haunt is a DOT and Firebat is chanelling, they seem to make a good pair with awesome damage output. Keep casting Haunt every 3 secs and then use Firebats for a 376% damage/sec boosted by 20% to 70% damage increase.
- Pierce the veil + Rush of essence
Rush of essence basically negates the 30% increased mana cost and will even turn out to generate more mana in the long run.
- Gruesome feast
It just seems to have a good synergy with the globe production comming from ZD + sacrifice as they are runed
All this needs to be tested out but it seems really solid to me.
My witch doctor philosophy is taking control of the feild. With hex, mass paranoia for CC. Big bad voodoo to boost up the team as a whole (I'm expecting to play with 3 other players). My spam attack is haunt while I keep Manitou up.
http://us.battle.net/d3/en/calculator/witch-doctor#cjidQP!aUi!aYaaZc
This build is mostly for when I'm supporting my mob and weakening the enemy mob.
As for the other guy.... you truly are investing in keeping distance. I can't imagine your rotation unless you can cast all that stuff at a fast pace. Haunting, darting, AoE CC AoE damage, slow grasping.... sounds pretty good. Your stradegy just kinda makes my head hurt.
You're build made me laugh a lot actually having no healing or escaping means. My build is not meant for inferno actually, i got something else for that. Just thinking that once you try out you're build you'll be crying a lot.
You're build as a lot of long cooldown abilities. Good mana regen but poor healing and escaping abilities also. It might shine in the long run when grave injustice does the trick.
Mass Hysteria should count as an escape ability (Or even a table turner). I'm not so worried with escaping. This is more about taking over the feild during 4 player vs. mob. Hence the Big Bad Voodoo. Horrify, however, helps too. Though I already have enough feild control.
Grave Injustice might help. I don't know how many creatures I'd kill in my party in 60 seconds of a cooldown. Probably an average of 15 in inferno at most I predict. Including the time on my CD taken down, it makes the ability overall even less significant. Especially for bosses.
http://us.battle.net/d3/en/calculator/witch-doctor#dPQjgc!aUi!bbZYaa Fixed.
Spirit walk can also be used for escaping.
Thats the only explanation for the severance rune.
Spirit walk is used with horrify. You basically use spirit walk, walk trough ennemies to damage them and when it wears off, you cast horrify since you will most likely be close to them and in some case in a dangerous situation. Spirit walk is also used to escape death. You basically use it to get out of danger and it also serves as a mean to pick up health globes which are garded by foes. I can hardly see how someone can use spirit walk crimson as an offensive spell without horrify.