1. Thanks to grave injustice, as soon as you will have killed at least 7 mobs, you will basically be able to spam grasp of the dead for great crowd control and aoe damage. This will become your basic attack.
2. I just love how zombie dogs final gift used with sacrifice next of kin as a nice synergy. These ability will be used for tanking, burst damage and healing. An average of 3 health globes generated every 60 seconds and an average of 1200% weapon burst damage every 60 seconds.
3. Spirit walk as a mean of escaping death and collecting those orbs trough pack of mobs.
4. Horrify as a omg button.
5. Guargantua runed golden for a powerfull tanking zombie. 25% physical damage + 85% fire damage. Once you killed 30 mobs, this powerfull giant will always be at your side so you won't have to worry about it's 15 second lasting time.
6. Jungle feaver and zombie handler for a big pet boost and a nice damage mitigation.
No mana problem at all so that you can gear up with other attributes.
Apparently P13 is just about to go live on beta servers, bringing a lot of changes to runes (and abilities? (not sure about this one)), so you're very likely going to see some changes to your currently planned build. I'd say tread water until patch 13
huh? i see no where it saying anything about another patch.
You don't have ANY attack abilities. Grasp of the Dead only deals 50% weapon damage every second, which is very low. Sacrifice is really strong, but can't be spammed for obvious reason, even through you're likely to use it 2~3 times every minute since Grave Injustice eat up the cooldown of your zombie dogs.
Spirit Walk + Horrify + Gargantua + Zombie Dogs is overdoing your defense. If you don't have ways to kill your oponents your defensive abilities are useless:
Imo you should remove spirit walk, horrify or gargantua and add some spammable damage ability like firebats, toads or poison dart.
You don't have ANY attack abilities. Grasp of the Dead only deals 50% weapon damage every second, which is very low. Sacrifice is really strong, but can't be spammed for obvious reason, even through you're likely to use it 2~3 times every minute since Grave Injustice eat up the cooldown of your zombie dogs.
Spirit Walk + Horrify + Gargantua + Zombie Dogs is overdoing your defense. If you don't have ways to kill your oponents your defensive abilities are useless:
Imo you should remove spirit walk, horrify or gargantua and add some spammable damage ability like firebats, toads or poison dart.
he has crimson rune in grasp of the dead which over doubles the damage. and if you played the beta grasp of the dead is very strong.
but ya he needs a spammable dmg spell or 2 more CD dmg spells.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Apparently P13 is just about to go live on beta servers, bringing a lot of changes to runes (and abilities? (not sure about this one)), so you're very likely going to see some changes to your currently planned build. I'd say tread water until patch 13
huh? i see no where it saying anything about another patch.
your runes on your pets i think are a complete waste. change them and you build is fine.
I like the idea of generating runes with golden ZD and alabaster Sacrifice. With grave injustice, golden gargantua seems fine to me. I would not rune it this way without grave injustice but after like 20-30 kills, it basically becomes the best rune possible altho it doesn't shine before that. Same goes for crimson grasp of the dead. Since there is grave of injustice passive, no point in making it golden, and i don't like much the other choices. Then, spirit walk could be runed imho to crimson and that would be just fine it would basically depends on how much i got survivability problems. Horrify could be runed differently but obsidian is my personnal choice.
You don't have ANY attack abilities. Grasp of the Dead only deals 50% weapon damage every second, which is very low. Sacrifice is really strong, but can't be spammed for obvious reason, even through you're likely to use it 2~3 times every minute since Grave Injustice eat up the cooldown of your zombie dogs.
Spirit Walk + Horrify + Gargantua + Zombie Dogs is overdoing your defense. If you don't have ways to kill your oponents your defensive abilities are useless:
Imo you should remove spirit walk, horrify or gargantua and add some spammable damage ability like firebats, toads or poison dart.
I disagree. Grave of injustice does 104% weapon damage per sec runed as it is (for 8 sec) and is the cheapest mana wise skill which can replace normal attack. On top of that, you slow ennely movement speed by 50%. I would never make any build without spirit walk especially inferno this is not gonna happen for me. I could definetly rune it crimson for damage and spam it later on when grave of injustice as decreased the cooldown and that would pretty much had the extra damage needed.
There is no overdoing defense in inferno mode and you will soon get fixed on that.
Apparently P13 is just about to go live on beta servers, bringing a lot of changes to runes (and abilities? (not sure about this one)), so you're very likely going to see some changes to your currently planned build. I'd say tread water until patch 13
huh? i see no where it saying anything about another patch.
your runes on your pets i think are a complete waste. change them and you build is fine.
I like the idea of generating runes with golden ZD and alabaster Sacrifice. With grave injustice, golden gargantua seems fine to me. I would not rune it this way without grave injustice but after like 20-30 kills, it basically becomes the best rune possible altho it doesn't shine before that. Same goes for crimson grasp of the dead. Since there is grave of injustice passive, no point in making it golden, and i don't like much the other choices. Then, spirit walk could be runed imho to crimson and that would be just fine it would basically depends on how much i got survivability problems. Horrify could be runed differently but obsidian is my personnal choice.
the CD on gargantuan is far too high to have him out that often even with grave injustice. 120 second CD and only lasts for 15 seconds? and he isnt even that much stronger then if you had alabaster rune, crimson rune, or even indigo. and with all those runes hes 100% permanant. so again its still a waste. and a couple extra health globes from your dogs when they die also is a waste, give them more dmg or make it so they heal themselves and you, 10x better.
You don't have ANY attack abilities. Grasp of the Dead only deals 50% weapon damage every second, which is very low. Sacrifice is really strong, but can't be spammed for obvious reason, even through you're likely to use it 2~3 times every minute since Grave Injustice eat up the cooldown of your zombie dogs.
Spirit Walk + Horrify + Gargantua + Zombie Dogs is overdoing your defense. If you don't have ways to kill your oponents your defensive abilities are useless:
Imo you should remove spirit walk, horrify or gargantua and add some spammable damage ability like firebats, toads or poison dart.
he has crimson rune in grasp of the dead which over doubles the damage. and if you played the beta grasp of the dead is very strong.
but ya he needs a spammable dmg spell or 2 more CD dmg spells.
Oh i forgot to mention, i really like alabaster and indigo runes for zombie dogs. On the other hand, i favor golden because with globes, i can decide when i really need to be healed up. Also, globes affects the entire party you are with and your pets also. On the other hand, alabaster and indigo do not. Indigo and alabaster are really nice and if i am not satisfied with golden, i will probably rune it differently but since i tried it out, golden seems more appealing to me, especially with alabaster sacrifice.
Apparently P13 is just about to go live on beta servers, bringing a lot of changes to runes (and abilities? (not sure about this one)), so you're very likely going to see some changes to your currently planned build. I'd say tread water until patch 13
huh? i see no where it saying anything about another patch.
your runes on your pets i think are a complete waste. change them and you build is fine.
I like the idea of generating runes with golden ZD and alabaster Sacrifice. With grave injustice, golden gargantua seems fine to me. I would not rune it this way without grave injustice but after like 20-30 kills, it basically becomes the best rune possible altho it doesn't shine before that. Same goes for crimson grasp of the dead. Since there is grave of injustice passive, no point in making it golden, and i don't like much the other choices. Then, spirit walk could be runed imho to crimson and that would be just fine it would basically depends on how much i got survivability problems. Horrify could be runed differently but obsidian is my personnal choice.
the CD on gargantuan is far too high to have him out that often even with grave injustice. 120 second CD and only lasts for 15 seconds? and he isnt even that much stronger then if you had alabaster rune, crimson rune, or even indigo. and with all those runes hes 100% permanant. so again its still a waste. and a couple extra health globes from your dogs when they die also is a waste, give them more dmg or make it so they heal themselves and you, 10x better.
it will allow for the use of sacrifice A LOT more and increase overall effectiveness and much more damage.
Guargantua is not 120 sec, it is only 45 sec. This means that after i got 30 kills, he will be out all of the time. In inferno health globes are suppose to drop less often so ZD+sacrifice runed like this is a good way to provide them and especially vs bosses since other skills generating runes need mob kills to spam. This is not the case with zombie dogs last gift. As i mentionned earlier, i favor globes over other means of healing/damage reducing with dogs because it heals all your party/pets and you can decide when it is needed.
Open up with Soul Harvest on as many targets as possible, than use Hex on the most dangerous target. Big Bad Voodoo, and Fetish Army and use soulharvest/Hex on cooldown.
If i find that these defense are inadequate, Swap Soul Harvest with Horrify. If I find it's overdoing it, Replace Gargantuan with whatever my prefered attack is of the time. I do really like Corpse Spider, as well as Firebomb... Much to play with there.
I feel this is the safest, most damaging build I could come up with. Obviously you could forego some safety for more damage, but I worry on just how difficult inferno is going to be.
generating "globes" not runes sorry for the mistake in my last post
your dogs have to die to generate these globes, which is the problem. and i dont think you realize how good alabster healing is on your dogs, at only lvl 4 rune it heals them for 50% of dmg done and half heals you, so 25% dmg from 4 dogs, so basically 100% dmg from one dog, which is 15% weapon dmg, so your getting healed for 15% wpn dmg constantly while they attack, and they always rush into combat first. the barbs passive for bloodthirst only returns 3% so its literally 5x stronger then that. then at lvl 7? it could maybe be 100%, so that would be 30% wpn dmg life return. i for one will be taking it so me and my dogs can survive much much longer in inferno
EDIT: about your garg and 30 kills. if you watch inferno gameplay it takes FOREVER to kill mobs, so getting 30 kills wont be possible quickly at all. just FYI
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
generating "globes" not runes sorry for the mistake in my last post
your dogs have to die to generate these globes, which is the problem. and i dont think you realize how good alabster healing is on your dogs, at only lvl 4 rune it heals them for 50% of dmg done and half heals you, so 25% dmg from 4 dogs, so basically 100% dmg from one dog, which is 15% weapon dmg, so your getting healed for 15% wpn dmg constantly while they attack, and they always rush into combat first. the barbs passive for bloodthirst only returns 3% so its literally 5x stronger then that. then at lvl 7? it could maybe be 100%, so that would be 30% wpn dmg life return. i for one will be taking it so me and my dogs can survive much much longer in inferno
EDIT: about your garg and 30 kills. if you watch inferno gameplay it takes FOREVER to kill mobs, so getting 30 kills wont be possible quickly at all. just FYI
From a solo point of view i understand, but in a party it is a different story. Globes will be better if you have allies, especially meele ones because it would also heal them. The point is that i do understand that dogs will last longer with alabaster but the healing done to you will not affect you to it's full potential since as a WD in inferno, you will most likely wan't to avoid getting too much into meele range. You can't compare 15% healing on a range caracter wich as too avoid close combat with a meele caracter wich will almost be in meele all the time. The 3% hp drain affects the barb 100% of the time since hes meele. As a WD, it will affect you way less and if it only affects you 20% of the time, it would mean that it his also 3% life leaching just as a barb. And of course, if you tell me you will go for a meele WD, i would probably tell you that you are right with you're logic but i highly doubt that using a meele WD in inferno mode will be something possible.
From a solo point of view i understand, but in a party it is a different story. Globes will be better if you have allies, especially meele ones because it would also heal them. The point is that i do understand that dogs will last longer with alabaster but the healing done to you will not affect you to it's full potential since as a WD in inferno, you will most likely wan't to avoid getting too much into meele range. You can't compare 15% healing on a range caracter wich as too avoid close combat with a meele caracter wich will almost be in meele all the time. The 3% hp drain affects the barb 100% of the time since hes meele. As a WD, it will affect you way less and if it only affects you 20% of the time, it would mean that it his also 3% life leaching just as a barb. And of course, if you tell me you will go for a meele WD, i would probably tell you that you are right with you're logic but i highly doubt that using a meele WD in inferno mode will be something possible.
20%? in inferno its been confirmed a lot of mobs will run PAST your dogs/garg and your melee friends and bolt strait for you. your going to be getting hit A LOT more then 20% of the time because of this increased AI.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
We will have to wait and see, but when this happens, instead of waiting for a dog to heal me up, ill use spirit walk and collect some globes instead or could also use horrify. Cooldowns will be reduced with GOI (grave of injustice) so this doesn't mean much trouble for me as long as i have some spare mana. I could also consider changing crimson for alabaster on spirit walk. Giving up on the globe idea is not going to happen before i find out that it ends up being crap because in a 4men party, this will definetly end up being better than alabaster imho. Also, with the last changes to attributes, the more intelligence you have, the higher healing you will get from globes.
About gargantua, we will have to wait and see how runes work. Periodically with alabaster doesn't tell us much about how often this will occur. Also, the gargantua in inferno mode might not last much more than 15 secs in some circumstances even tho you did'nt runed it golden. This is still to be tested.
1. Thanks to grave injustice, as soon as you will have killed at least 7 mobs, you will basically be able to spam grasp of the dead for great crowd control and aoe damage. This will become your basic attack.
2. I just love how zombie dogs final gift used with sacrifice next of kin as a nice synergy. These ability will be used for tanking, burst damage and healing. An average of 3 health globes generated every 60 seconds and an average of 1200% weapon burst damage every 60 seconds.
3. Spirit walk as a mean of escaping death and collecting those orbs trough pack of mobs.
4. Horrify as a omg button.
5. Guargantua runed golden for a powerfull tanking zombie. 25% physical damage + 85% fire damage. Once you killed 30 mobs, this powerfull giant will always be at your side so you won't have to worry about it's 15 second lasting time.
6. Jungle feaver and zombie handler for a big pet boost and a nice damage mitigation.
No mana problem at all so that you can gear up with other attributes.
Like your build has some nice ideas for sure, I think you need another damage spell though. Corpse Spiders, Firebats, Firebomb Or Locust Swarm.
I personaly think Spirit Walk is in need of a buff for me to take it. I understand it only has a 15second cooldown but it seems half defensive or half attack depending which Runestone you choose, which overall just makes it abit... "meh".
Here is my Inferno build for Witch Doctor, I'll be playing a lot of co-op with a group of friends. http://eu.battle.net...bdQP!agi!cYaaZb
The upside of it is, if I find I am not regening enough mana I can always Runestone Locust Swarm or Big Bad Voodoo and it won't be detrimental to my build.
- Cheers to GladHeHasBeta for feedback when I was making it.
However like all of these calculator builds it has a 90% chance to be null and void after any patch.
1. Thanks to grave injustice, as soon as you will have killed at least 7 mobs, you will basically be able to spam grasp of the dead for great crowd control and aoe damage. This will become your basic attack.
2. I just love how zombie dogs final gift used with sacrifice next of kin as a nice synergy. These ability will be used for tanking, burst damage and healing. An average of 3 health globes generated every 60 seconds and an average of 1200% weapon burst damage every 60 seconds.
3. Spirit walk as a mean of escaping death and collecting those orbs trough pack of mobs.
4. Horrify as a omg button.
5. Guargantua runed golden for a powerfull tanking zombie. 25% physical damage + 85% fire damage. Once you killed 30 mobs, this powerfull giant will always be at your side so you won't have to worry about it's 15 second lasting time.
6. Jungle feaver and zombie handler for a big pet boost and a nice damage mitigation.
No mana problem at all so that you can gear up with other attributes.
Like your build has some nice ideas for sure, I think you need another damage spell though. Corpse Spiders, Firebats, Firebomb Or Locust Swarm.
I personaly think Spirit Walk is in need of a buff for me to take it. I understand it only has a 15second cooldown but it seems half defensive or half attack depending which Runestone you choose, which overall just makes it abit... "meh".
Here is my Inferno build for Witch Doctor, I'll be playing a lot of co-op with a group of friends. http://eu.battle.net...bdQP!agi!cYaaZb
The upside of it is, if I find I am not regening enough mana I can always Runestone Locust Swarm or Big Bad Voodoo and it won't be detrimental to my build.
- Cheers to GladHeHasBeta for feedback when I was making it.
However like all of these calculator builds it has a 90% chance to be null and void after any patch.
I had this plague of toad idea actually where i would use toad of hugeness. The rune gives it a 5sec cooldown and i am wondering if grave injustice would still reduce this cooldown. If so i am planning to spam huge toads to disable as much mobs as i can.
Actually cheers to everyone giving feedback and sharing opinions.
1. Thanks to grave injustice, as soon as you will have killed at least 7 mobs, you will basically be able to spam grasp of the dead for great crowd control and aoe damage. This will become your basic attack.
2. I just love how zombie dogs final gift used with sacrifice next of kin as a nice synergy. These ability will be used for tanking, burst damage and healing. An average of 3 health globes generated every 60 seconds and an average of 1200% weapon burst damage every 60 seconds.
3. Spirit walk as a mean of escaping death and collecting those orbs trough pack of mobs.
4. Horrify as a omg button.
5. Guargantua runed golden for a powerfull tanking zombie. 25% physical damage + 85% fire damage. Once you killed 30 mobs, this powerfull giant will always be at your side so you won't have to worry about it's 15 second lasting time.
6. Jungle feaver and zombie handler for a big pet boost and a nice damage mitigation.
No mana problem at all so that you can gear up with other attributes.
... and how are you planning on dealing dmg? Normal enemies in inferno will have such big healthpools that with this build, it will take you 5 minutes to kill 1 simpl normal group of 3-4 mobs.
This wont work
First of all, let me tell you that your build as no synergies. You got no way to get out of trouble if a mob gets to you. You got no healing and i could go on with other things you lack.
You are assuming i am playing alone. There are different ways of playing a WD but i personnaly prefer a support, crowd control, summoning WD over a damage dealing WD in any case. My idea of playing a WD in the first place is to be able to farm a lot of gold and not be dying a lot. I won't be the one being damaged all over, having to spend all my gold repairing my stuff and i will let the front row hardcore fight and dying a lot to my allies. To achieve good farming, i wan't to die the less often as possible, be as far possible from the mobs, have a lot of cc and have something to help out my poor allies surviving by generating orbs for them so that they don't die. If your allies die, with your build, be sure you will be the next dying on the list. With your build, you bring no support to your teamates whatsoever. If i could give you a suggestion, i would recommand you to let your DH and WIZ allies do the damage dealing and try to focus more on what a WD does best.
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-->GOTD WD build<--
1. Thanks to grave injustice, as soon as you will have killed at least 7 mobs, you will basically be able to spam grasp of the dead for great crowd control and aoe damage. This will become your basic attack.
2. I just love how zombie dogs final gift used with sacrifice next of kin as a nice synergy. These ability will be used for tanking, burst damage and healing. An average of 3 health globes generated every 60 seconds and an average of 1200% weapon burst damage every 60 seconds.
3. Spirit walk as a mean of escaping death and collecting those orbs trough pack of mobs.
4. Horrify as a omg button.
5. Guargantua runed golden for a powerfull tanking zombie. 25% physical damage + 85% fire damage. Once you killed 30 mobs, this powerfull giant will always be at your side so you won't have to worry about it's 15 second lasting time.
6. Jungle feaver and zombie handler for a big pet boost and a nice damage mitigation.
No mana problem at all so that you can gear up with other attributes.
huh? i see no where it saying anything about another patch.
http://us.battle.net/d3/en/forum/topic/3123246179 - patch thread. nothing about 13 yet. end of next week most likely
@1up_much
your runes on your pets i think are a complete waste. change them and you build is fine.
Spirit Walk + Horrify + Gargantua + Zombie Dogs is overdoing your defense. If you don't have ways to kill your oponents your defensive abilities are useless:
Imo you should remove spirit walk, horrify or gargantua and add some spammable damage ability like firebats, toads or poison dart.
he has crimson rune in grasp of the dead which over doubles the damage. and if you played the beta grasp of the dead is very strong.
but ya he needs a spammable dmg spell or 2 more CD dmg spells.
I like the idea of generating runes with golden ZD and alabaster Sacrifice. With grave injustice, golden gargantua seems fine to me. I would not rune it this way without grave injustice but after like 20-30 kills, it basically becomes the best rune possible altho it doesn't shine before that. Same goes for crimson grasp of the dead. Since there is grave of injustice passive, no point in making it golden, and i don't like much the other choices. Then, spirit walk could be runed imho to crimson and that would be just fine it would basically depends on how much i got survivability problems. Horrify could be runed differently but obsidian is my personnal choice.
I disagree. Grave of injustice does 104% weapon damage per sec runed as it is (for 8 sec) and is the cheapest mana wise skill which can replace normal attack. On top of that, you slow ennely movement speed by 50%. I would never make any build without spirit walk especially inferno this is not gonna happen for me. I could definetly rune it crimson for damage and spam it later on when grave of injustice as decreased the cooldown and that would pretty much had the extra damage needed.
There is no overdoing defense in inferno mode and you will soon get fixed on that.
the CD on gargantuan is far too high to have him out that often even with grave injustice. 120 second CD and only lasts for 15 seconds? and he isnt even that much stronger then if you had alabaster rune, crimson rune, or even indigo. and with all those runes hes 100% permanant. so again its still a waste. and a couple extra health globes from your dogs when they die also is a waste, give them more dmg or make it so they heal themselves and you, 10x better.
here are my changes, this would be much better: http://us.battle.net/d3/en/calculator/witch-doctor#bYTUgh!WbS!aZaZaa
it will allow for the use of sacrifice A LOT more and increase overall effectiveness and much more damage.
Oh i forgot to mention, i really like alabaster and indigo runes for zombie dogs. On the other hand, i favor golden because with globes, i can decide when i really need to be healed up. Also, globes affects the entire party you are with and your pets also. On the other hand, alabaster and indigo do not. Indigo and alabaster are really nice and if i am not satisfied with golden, i will probably rune it differently but since i tried it out, golden seems more appealing to me, especially with alabaster sacrifice.
Guargantua is not 120 sec, it is only 45 sec. This means that after i got 30 kills, he will be out all of the time. In inferno health globes are suppose to drop less often so ZD+sacrifice runed like this is a good way to provide them and especially vs bosses since other skills generating runes need mob kills to spam. This is not the case with zombie dogs last gift. As i mentionned earlier, i favor globes over other means of healing/damage reducing with dogs because it heals all your party/pets and you can decide when it is needed.
Open up with Soul Harvest on as many targets as possible, than use Hex on the most dangerous target. Big Bad Voodoo, and Fetish Army and use soulharvest/Hex on cooldown.
If i find that these defense are inadequate, Swap Soul Harvest with Horrify. If I find it's overdoing it, Replace Gargantuan with whatever my prefered attack is of the time. I do really like Corpse Spider, as well as Firebomb... Much to play with there.
I feel this is the safest, most damaging build I could come up with. Obviously you could forego some safety for more damage, but I worry on just how difficult inferno is going to be.
your dogs have to die to generate these globes, which is the problem. and i dont think you realize how good alabster healing is on your dogs, at only lvl 4 rune it heals them for 50% of dmg done and half heals you, so 25% dmg from 4 dogs, so basically 100% dmg from one dog, which is 15% weapon dmg, so your getting healed for 15% wpn dmg constantly while they attack, and they always rush into combat first. the barbs passive for bloodthirst only returns 3% so its literally 5x stronger then that. then at lvl 7? it could maybe be 100%, so that would be 30% wpn dmg life return. i for one will be taking it so me and my dogs can survive much much longer in inferno
EDIT: about your garg and 30 kills. if you watch inferno gameplay it takes FOREVER to kill mobs, so getting 30 kills wont be possible quickly at all. just FYI
From a solo point of view i understand, but in a party it is a different story. Globes will be better if you have allies, especially meele ones because it would also heal them. The point is that i do understand that dogs will last longer with alabaster but the healing done to you will not affect you to it's full potential since as a WD in inferno, you will most likely wan't to avoid getting too much into meele range. You can't compare 15% healing on a range caracter wich as too avoid close combat with a meele caracter wich will almost be in meele all the time. The 3% hp drain affects the barb 100% of the time since hes meele. As a WD, it will affect you way less and if it only affects you 20% of the time, it would mean that it his also 3% life leaching just as a barb. And of course, if you tell me you will go for a meele WD, i would probably tell you that you are right with you're logic but i highly doubt that using a meele WD in inferno mode will be something possible.
20%? in inferno its been confirmed a lot of mobs will run PAST your dogs/garg and your melee friends and bolt strait for you. your going to be getting hit A LOT more then 20% of the time because of this increased AI.
About gargantua, we will have to wait and see how runes work. Periodically with alabaster doesn't tell us much about how often this will occur. Also, the gargantua in inferno mode might not last much more than 15 secs in some circumstances even tho you did'nt runed it golden. This is still to be tested.
Like your build has some nice ideas for sure, I think you need another damage spell though. Corpse Spiders, Firebats, Firebomb Or Locust Swarm.
I personaly think Spirit Walk is in need of a buff for me to take it. I understand it only has a 15second cooldown but it seems half defensive or half attack depending which Runestone you choose, which overall just makes it abit... "meh".
Here is my Inferno build for Witch Doctor, I'll be playing a lot of co-op with a group of friends.
http://eu.battle.net...bdQP!agi!cYaaZb
The upside of it is, if I find I am not regening enough mana I can always Runestone Locust Swarm or Big Bad Voodoo and it won't be detrimental to my build.
- Cheers to GladHeHasBeta for feedback when I was making it.
However like all of these calculator builds it has a 90% chance to be null and void after any patch.
I had this plague of toad idea actually where i would use toad of hugeness. The rune gives it a 5sec cooldown and i am wondering if grave injustice would still reduce this cooldown. If so i am planning to spam huge toads to disable as much mobs as i can.
Actually cheers to everyone giving feedback and sharing opinions.
First of all, let me tell you that your build as no synergies. You got no way to get out of trouble if a mob gets to you. You got no healing and i could go on with other things you lack.
You are assuming i am playing alone. There are different ways of playing a WD but i personnaly prefer a support, crowd control, summoning WD over a damage dealing WD in any case. My idea of playing a WD in the first place is to be able to farm a lot of gold and not be dying a lot. I won't be the one being damaged all over, having to spend all my gold repairing my stuff and i will let the front row hardcore fight and dying a lot to my allies. To achieve good farming, i wan't to die the less often as possible, be as far possible from the mobs, have a lot of cc and have something to help out my poor allies surviving by generating orbs for them so that they don't die. If your allies die, with your build, be sure you will be the next dying on the list. With your build, you bring no support to your teamates whatsoever. If i could give you a suggestion, i would recommand you to let your DH and WIZ allies do the damage dealing and try to focus more on what a WD does best.