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    posted a message on Debo's P.T.R 2.3 Conclusion & Future WD Meta

    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:


    "Click me"


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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.


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    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



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    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%


    Picture of Toad of Hugeness:



    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.

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    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%


    Communing with Spirits Picture



    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 "Furnace" 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.


    FireWall Picture



    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


    Wall Of Zombies Picture



    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


    Ring of Poison Picture



    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.


    Surrounded by Death Picture



    *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*





    Passive Skills


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


    Nothing much to talk about here, 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.


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    Kanai's 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

    Armor Kani Cube Popular Choices


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

    Jewelry Kani Cube Popular Choices


    • * Ring of Royal Grandeur
    • * Unity
    • * Convention of elements

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    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


    New Arachyr Set


    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.


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    Helltooth/Arachyr Videos


    * Hell Tooth


    First impressions


    Greater Rift 48 Initial set re-work


    Greater Rift 55 (HellTooth Update #2)


    Greater Rift 53 (Zombie Bear Variant)


    Arachyr Set


    First impressions


    Greater Rift 53 (Arachyr Update #2)


    Greater Rift 55 (Arachyr Update #2)


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    New Witch Doctor Items



    **Jerams Bracer**


    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.


    **Coils of the First Spider**


    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**


    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.


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    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


    Video about Greater Rift Fishing


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    Build Rankings


    The only things that I feel might change in the up coming weeks to this list, is the overall placement of Carnevil, and Helltooth/Garg Builds. Blizzard stated that Helltooth in fact will receive another buff, and that Carnevil will have a change to the build to help "reduce lag" that the fetish darts can cause. I don't believe Arachyr, or Jade will be able to compete with Helltooth, or Zunimassa for at least this upcoming season.


    Build Rankings


    * 1. CarnEvil (As long as future changes don't impact the build negatively)

    * 2. Helltooth/Garg

    * 3. Melee/Zuni (As long as your using Bane of the Stricken)

    * 4. Arachyr/Locust Swam

    * 5. Jade

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    Witch Doctor 2.3 Meta (Conclusion/My Thoughts)


    • * 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

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Patch 2.3: Botter's Heaven?

    Not enough people care about the major underline issues with Diablo 3.


    You have 3 Types of people in the community:


    1. "It doesn't effect me type"


    2. "It isn't like your going to be able to compete anyways type"


    3. "Blizzard has done a great job, and they shouldn't change anything type"


    This is what happens when you don't develop game content built upon a stable foundation.


    If the core mechanics of the game are not polished, and certain regulations & rules aren't put in from the get go, these problems are always going to keep re-occurring over, and over and aver. They don't need to ban people people continuously, but to send a message that inappropriate behavior has a 0 tolerance policy, and don't reverse decisions on people who are found to be cheating.


    The diablo 3 community put its own self in the current situation that it is in. Anything to balance the actual game, or make the foundation of the game better, people don't care about. Add in a increase of legendary drop rates, people will fight to the DEATH to say "Hey can you keep it in the game, I think it will make a better gaming experience"


    A big example of this problem, can even be viewed in the WOW community.


    "Blizzard makes a show using OC Choppers, and names it Azeroth choppers,instead of providing additional content for Mists of Pandara to WOD"


    People didn't care


    "Blizzard makes Level Boosting to Lv 90 with a $60 Price Tag"


    People didn't care, and even supported this


    "Blizzard makes the wow token, allows for it to be sell-able for gold"


    People didn't care


    "Blizzard decides to not allow anymore flying in future content"


    EVERYONE PULLS TOGETHER IN THE COMMUNITY AND LOSES THEIR SHIT, and Blizzard reverses their decision.




    TLDR: The community is what put us in this situation.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Debo's 2.1.2 Witch Doctor Compendium

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    5/14/2015 Added T6 Tiki Speed Farming Build

    5/14/2015 Added T6 Tiki Speed Farming Build

    5/14/2015 Added T6 Tiki Speed Farming Build

    5/14/2015 Added T6 Tiki Speed Farming Build

    5/14/2015 Added T6 Tiki Speed Farming Build



    http://www.diablofans.com/builds/55752-debos-speed-tiki-t6-guide


    T6 Speed Tiki/Zuni Build (Part 1)


    T6 Speed Tiki/Zuni Build (Part 2)


    T6 Speed Tiki/Zuni Build (Part 3)




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    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Debo's Speed Tiki T6 Guide

    Hey guys Debo here as usual. Finished my 2 part series on Speed T6 run and the Witch Doctor!


    Here is the new Tiki Speed Run Guide:


    http://www.diablofans.com/builds/55752-debos-speed-tiki-t6-guide



    And here is the one from about 2-3 weeks ago:



    http://www.diablofans.com/builds/55416-debos-speed-jade-t6-guide-patch-2-2




    This will be the last of Speed run Series, as I am going back to updating "The 24 Hour Witch Doctor Guide"

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's 2.1.2 Witch Doctor Compendium

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    5/4/2015 Added T6 Jade Speed Farming Build

    5/4/2015 Added T6 Jade Speed Farming Build

    5/4/2015 Added T6 Jade Speed Farming Build

    5/4/2015 Added T6 Jade Speed Farming Build

    5/4/2015 Added T6 Jade Speed Farming Build


    http://www.diablofans.com/builds/55416-debos-speed-jade-t6-guide-patch-2-2


    Jade 2.2 T6 Speed Run Build: https://www.youtube.com/watch?v=i2rYwrXkWGw


    Jade 2.2 T6 Speed Run Build Rift Run: https://www.youtube.com/watch?v=T1TC_0MbVhM


    Jade 2.2 T6 Speed Run Build Bounty Run: https://www.youtube.com/watch?v=2oJmOrf-BXk


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    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Debo's T6 Speed Jade Build

    Posted some interesting results, when timing myself while running the variation of the Speed Jade build


    Here is the thread I got the main Build running in:


    http://www.diablofans.com/builds/55416-debos-speed-jade-t6-guide-patch-2-2/


    Here some of the data I was working with:


    • * Best T6 Rift time: 2:08

    Best T6 Rift Video


    • * Best T6 Bounty run: 6:47

    Best T6 Bounty Video


    **Average Overall time for Full Clear T6 Bounties:**


    • * Avg Time: 9:02

    **Average Overall time for T6 Rifts:**


    * Avg Time: 3:52


    Hope you guys enjoy

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 2

    posted a message on PSA: Just to clear some confusion

    Can we just lock this thread please?



    It serves no purpose.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Debo's Patch 2.2 in a Nutshell for Witch Doctors

    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:


    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-witch-doctor-compendium



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    **Witch Doctors in a nutshell for Patch 2.2**




    *Patch 2.2 is out on April 7th, 2015, and Seasons/Era 3 on April 10th.*



    Whether your a new Witch doctor, a player coming back for Patch 2.2/Season 3, or just somebody who is interested in what Patch 2.2 changes for the Witch Doctor meta, you can look into this post and get the information you need. This will bring all the findings from PTR testing phase, and general info on the Witch Doctor class so you can get right into playing the New Patch/Seasons without having to go searching that information over multiple places.




    **How do I go about getting a Witch Doctor Established for Season 3?**



    **Early Progression Phase in Seasons**


    This guide has a structured system for you to get your Witch Doctor from level 1 to Max Level farming T6, and Mid level Greater Rifts in the first 24 hours of Gameplay:


    24 hour Witch Doctor Guide




    **What Builds will be the best for Witch Doctors in the New Patch?**


    Easiest Build to use to get farming for end game items:



    Grin Reaper guide





    **Best Solo Greater Rift Builds for Witch Doctors**



    *Rift Consistency: The average Rift level to expect clearing, even with unfavorable conditions*


    *Fishing Potential: The rift level to expect when all "favorable" scenarios are fulfilled. Example: Easy rift monsters, high density, easy elites, and easy Rift Guardians, good pylon placement.*




    **Rank 3: Jade Build**



    * Rift Consistency: 45-47

    * Fishing Potential: 50-52


    Jade 2.2 Guide



    **Rank 2: CarnEvil + Zunimassa 6 Piece Set**


    * Rift Consistency: 46-48

    * Fishing Potential: 50-54 (And quite possibly higher)


    CarnEvil + Zunimassa 6 Piece Set Guide




    **Rank 1: Tiklandin Visage + Zunimassa 6 Piece**


    * Rift Consistency: 48-50

    * Fishing Potential: 52-54 (And quite possibly higher)



    Tiki/Zuni Guide





    **What things changed for Witch Doctor from Patch 2.1 to 2.2?**



    Initial PTR Coverage



    Changes were finalized at the end of PTR



    **So how is the Seasons 3 Exclusive item?**



    Small Mans Finger Write UP




    So their you have it a complete run down on Patch 2.2 for Witch Doctors, and what you can expect, with this new Season/Era. If you have any further questions directed towards me to ask, come on by on twitch.tv/spsDebo and ask. Or simple ask it here in the Reddit/Diablofans Witch Doctor communities. I wish you good luck on your WD's for Patch 2.2

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on WD+Higher Grift Conundrum
    Quote from Voidurai»

    So, I love how I got one of the most godly Starmetal Kukri's in the world- http://us.battle.net/d3/en/profile/Saucey-1815/hero/35258831

    But I'm having a bit of a chrisis. I love Pet Doc, or any form of Witch Doctor that uses the Kukri as their weapon. I also love doing high grifts (Like, 40 something+) and right now my pet doc is only capable of soloing 40. So my conundrum is; are there going to be any builds in 2.2 that utilize the Kukri but will also be capable of doing higher grifts? Group or solo, I'm fine with either. I appreciate your feedback!


    P.S I know Tiki Sac is looking to be a good thing but I don't know what weapon it uses


    Tiki/Zuni Build will be the best Build for Season/Era 3 and that build uses SMK


    CarnEvil/Zuni Build will be able to compete with Tiki/Zuni, but I still give the edge to Tiki/Zuni


    Then Jade will likely take the 3rd slot

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's 2.1.2 Witch Doctor Compendium

    UPDATED the guide for patch 2.2

    UPDATED the guide for patch 2.2

    UPDATED the guide for patch 2.2

    UPDATED the guide for patch 2.2

    UPDATED the guide for patch 2.2

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's P.T.R 2.2 Conclusion & Future WD Meta

    Tikiliadin Visage- A helmet that allows for the WD to achieve perma-fear


    Sacrifice- A skill that allows for you to sacrifice a Zombie dog, usually Provoke the pack which gives a 20% increase damage per dog sacraficed


    So we call it Tiki/Sac for short, however with zuni massa, focus restraint, alot of people are dropping the sac. YOu would only really use sacrifice now if your running a broken promises build, in which you use NO crit chance on your gear what do ever.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's P.T.R 2.2 Conclusion & Future WD Meta
    Quote from theokik»

    How does F+R work if you don't have a generator?

    resource generator. or a primary skill

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 6

    posted a message on Debo's P.T.R 2.2 Conclusion & Future WD Meta

    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:


    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-witch-doctor-compendium



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    Final Coverage for Witch Doctors PTR Patch 2.2 (Season 3)



    Here is the Early coverage of Patch 2.2 on PTR, to see how development started



    Early Witch Doctor Coverage




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    New Items that effect/work with Witch Doctors



    This is a list of the items that had the biggest impact on Witch Doctors for the upcoming patch (2.2). These items, may or may not have started off the way they are listed now, but it is safe to say these are in their finalized forms. If anything Changes I will go back and amend them






    Zunimassa Gloves





    • * Added to allow for the 6 Piece set Bonus
    • * Takes away from the Possibility of running Tasker & Theo with Unity for Greater Rift play

    Understandable why Blizzard wouldn't want Tasker & Theo to combo in with Unity. Pet build WD's with their improved damage, toughness, and skill improvement we would end up terrorizing the solo leader boards. I know a lot of people may not agree with this statement, but Zuni/SMK build can easily hit GR 46-48, while having a "Fishing potential" of Greater Rift 50-54 next season.









    Zunimassa Pants





    • * Was Added after Player feedback to the Developers
    • * Enabled use of Unity ring with 6 Piece Zuni Sets.

    These pants were included, after initial feedback with the Zuni set. Without having an additional piece to work with, it automatically made it so that a Player had to use Zunimassa Pox, and Ring of Royal Grandeur to get any viability out of the build. It was a solid choice to add an additional Zuni piece to the pants slot, being it is the most flexible area to work with.









    Zunimassa Off Hand




    • *The picture you see isn't of the current PTR updated version*
    • * Added an additional 5th affix: *Increase Fetish Army Damage 25-30%*
    • * You can't re-roll this item to have *Increase Skill Damage*, unless you are rolling the new 5th affix off this item

    The change to the 5th affix won't do anything for CarnEvil Builds, they still will be rolling "Increased Poison damage" on their off hands. For Zuni/Smk builds the New affix is a welcome "buff", having the additional 10-15% increased damage to Fetish army can't do anything but help.









    Belt of Transcendence





    Very solid new item for Witch Doctor. It will provide many different options to passive skill usage due to Fetish Sycophants not being needed, and allowing fetish generation not requiring you to worry about proc co-efficient of skills. Most Witch Doctors are using Haunt, as a mana spender to trigger the effect of the pants.



    • * Allows for us to drop Fetish Sycophants passive, and run an alternative one
    • * Opens up options for 2 Hander's to generate Fetishes in a more reliable manner.
    • * Multiple builds for Witch Doctor, have flexibility in-regards to what pants we use.
    • * Works extremely well with Zunimassa's new 6 Piece set bonus.
    • *Just for a side note, the fetishes are the same ones from "Fetish Sycophants" Passive, meaning if you ran the passive with the pants you could only have "15" "Fetish Sycophants" at one time






    Haunting Girdle




    Not to much to say about the Haunting Girdle. The ability to have a double cast on the Poisoned Spirit is "ok", but with the inclusion of the "Belt of Transcendence" I'm 99.9% Sure that most Witch Doctors would prefer to have 15 Fetishes that provide additional damage, and toughness over simply having an additional haunt per cast. I think they item will find its uses, but only really in early stages of development in newly created/seasons Witch Doctor.








    Homunculus




    • * New 5th affix: Increases Sacrifice Damage
    • * Secondary Affix Change: A Zombie dog is produced every 2 seconds, down from 4-6 seconds.

    Very nice buff to this item. Zombie dog generation with this item is phenomenal, which allows us to maintain multiple stacks of Sacrifice "Provoke the Pack". This, and focus & restraint made the "Tiki Sac" Build for Witch Doctors the top end build on PTR for Witch Doctors.









    Little Man's Finger




    This is a highly entertaining ring, and is example of when blizzard does it "right". It isn't part of a "set", it has a solid legendary effect, and versatility to be inserted into many different builds. The only thing I worry about, is what the drop rate % will be once it hits live servers.



    *Side note did a little written guide for this*



    Link to Small Mans Finger Guide









    Ring of the Zodiac





    • * Reduces the Cool down of "ONE" of our skills by 1 second for each time we use a mana spender

    For zDPS, and early Witch Doctor Builds this will be a very useful ring. The only thing that holds this ring back is of the randomness of which skills will be reduced by one second, but shouldn't be to much of a problem in zDPS builds due to them benefiting from any of their long cool down skills be reduced.











    Broken Ring of Promises





    • * After 5 non crit Consecutive hits your Critical Chance is increased by 100% for 3 seconds


    **My original thoughts for how the initial way that the ring works**



    *Depending on how blizzard is going to treat this ring, a lot of things can get pretty silly. In theory you could eliminate all of the Critical Chance in your Build, run pure attack speed with Critical Damage, you could easily maintain a 100% up time on the effect of the ring. I'd imagine Blizzard will add an additional stipulation in the form of "This effect can only occur once every <insert number here> seconds. Back in the "original ptr" Legendary Gem testing phase, Enforcer gem secondary provided pets with 40% increased critical chance increase or pets, needless to say this never mate it to the light of day on the live servers.*



    **How the item works now.**



    • Pets no longer triggers the effect.


    Apparently the Crit chance granted by the effect, carries over to your pets. With this being allowed, this ring would provide, an interesting way to itemize a WD for TIki/Sac play, or simple in efforts to Min-Max without worrying about the Crit Chance Stat whats so ever. Tiki/Sac could get a lot out of this ring until a Focus/Restraint were found, however if the WD prefers not to run focus and restraint, this would be the next viable option in Tiki/Sac play, while still allowing for a Unity ring to be used.







    Focus & Restraint





    I'm quite surprised to see this ring, not receive any additional alterations towards it. With the Tiki/Sac Build it turns it into a monster. The only reason this is possible to run this build in higher Greater rifts w/o unity is due to the fact Tiki/sac uses "Perma Fear" on the monsters, and runs high toughness. Blizzard can still make alterations to the ring set, but if they don't expect the top Leader Boards to reflect this set use, along with the traditional Tiki/Sac we have been using.



    **Long story short**


    • * If you can use these rings in your build, DO IT.







    In-Geom





    *My original thought upon this weapon is as follows:*



    • * Nothing to complicated with this One-Handed weapon
    • * Reduces our base skills cool down from 4-6 seconds


    This item, could be a really big game changer in a couple of our major builds, but most specifically our ZDPS group build. I would go more into detail about this item, however I'm pretty confident that this item will not make it through the PTR test phase, but if it does I will revisit and update this section.



    **The current State of the weapon**



    Almost useless, in its current state. I have to agree with the nerf to this weapon, as its previous form would of been game breaking for some classes. I would however hope Blizzard will address this issue, as I do not enjoy them spending development time on items, that end up being completely useless.






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    **Changes to Witch Doctor Active/Passive Skills & Set Items**




    In terms of "Quality of Life" Changes for WD's Blizzard knocked it out of the park. A lot of our skills that haven't been used in a while will be use full. Hopefully in the future Blizzard can keep going back, and addressing the issues of some skills that are next to never used by most WD's. However one skill change, Spirit Walk, has unfortunately left the Jade build in ruins, and weakening the overall survivability of the WD.




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    Set Changes:




    **Zunimassa 6 Piece Set**



    • * Enemies hit by your mana spenders take 275% additional from your pets.
    • * Gloves, and Pants have been including to obtain the 6 piece bonus.


    The initial damage increase from 100% ---> 150% -----> 275% was defiantly needed to make this set bonus competitive with other classes set items, and builds. I would like to see a solid 300% implemented by blizzard, but isn't really necessary. I will say this however, reducing all Major 6 Piece Set items, for all classes to only requiring 5 pieces would defiantly add a lot more flexibility, and item combinations for all classes.




    **Raiment of the Jade Harvester**



    Blizzard made some changes to the Jade Harvester set for the better. I will say the only complaint I have about these changes is that, the (2) piece set bonus, should be the (4) piece set requirement, and drop the (4) Piece bonus to only (2) Piece requirement.





    **(2) Set Bonus**




    • * When Haunt lands on an enemy already affected by Haunt, it instantly deals 10 seconds worth of Haunt damage


    **(4) Set Bonus**




    • * Soul Harvest gains the effect of every rune


    **(6) Set Bonus**




    • * Amount of DoT time detonated (via creeping death) increased from 30 to 40 seconds (This just increases Damage of the Harvest).

    The overall set changes to the Jade set are fantastic HOWEVER.... The mechanics of what made the Jade Build so successful was related to the way Spirit walk worked so well with the build. With the changes to Spirit Walk, the Jades survivability within large mobs of groups is gone. Thus rendering the build useless.



    **Things Blizzard could do to save the set:**



    • * Increase the Dot Time detonation cap from 40 to about 70-100 Seconds


    This may seem like a little much, but if it proves to be to powerful Blizzard could always reduce it. If our survivability changes that's ok, we can make

    due, but need something in compensation to make up for losing out on it.




    • * Allow for the 6 piece Bonus of Jade, to remove the Cool Down restraint placed upon Spirit Walk

    Pretty straight forward here, reverts Spirit Walk to how it use to be only if you have 6 pieces of the Jade Set running. I think this would be a simple solution, and it wouldn't require Blizz to increase the damage any further with the jade build.




    • * Enable ,after Harvesting, a Scaling Damage absorption shield base upon how many enemies you landed harvest on.


    I dunno if this would be more trouble than what its worth, but it would allow for the Witch Doctors toughness to be depending on how effect, and how often the player could cast soul harvest on enemies. This would no doubt cause more programming inside of the game, but I think it would make the play-style more interesting. However out of the 3 solutions/ideas I've listed the other teo are much easier to implement.




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    **Witch Doctor Skills Changes**



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    **Hex**




    • * Hex will now turn all enemies within a 12 yard radius into chickens, instead of just 1 enemy
    • * Increased the maximum range for both Hexing enemies and healing friendlies
    • * Minimum time between Hex casts by the Fetish Shaman increased from 3 to 4 seconds
    • * Duration for which enemies can be Hexed reduced from 4 to 3 seconds


    A beautiful change to a spell that hasn't been in Witch Doctor use. It provides Crowd control, damage amp, and it doesn't cost any mana. It works on trash mobs, and elites and should be included in any build when you feel you are lacking a skill to finish rounding out your build.






    **Fetish Army "Fetish Ambush"**



    • *Weapon damage dealt by each Fetish when it is summoned increased from 250% to 680%

    I'm gonna keep this short. Unless your using some sort of cold pet build this changes is worthless. The damage from summoning the fetishes isn't worth it due to, the damage loss from taking the fetishes off their current target while due to summoning them.




    **What Blizzard should of done**



    • * "Summon 5 Fetishes of Cold property, that "Cleave/Splash Attack" for a "% of the damage it deals* To all enemies within "Insert Radius" *Health Globe pick Up radius improves the Cleave/Splash area* up to a maximum "20 yards"

    It would be nice for a Cold pet build, if the main focus of pets were to be "Cleave/Splash" damage.






    **Spirit Walk**



    • * Cool down reduced from 15 to 12 seconds
    • * This ability does not start its cool down until after its effects expire

    This change has no effect on pet builds, but Ruins the Jade Build. I won't go to much into how bad this change is, because it would take hours, but a couple of ideas on how they could fix this issue.



    • * Decrease the Cool Down to 6-8 Seconds
    • * Allow for it to be affected by Grave Injustice, even if the WD is still under the effects of the skill.
    • * Give a Small 1-2 Seconds of invulnerability when a WD comes out of its effect.
    • * Implement an item that increases the duration of Jaunt Spirit walk Rune for every enemy you kill while under the effects of it.

    They have said they would take into some consideration to helping with the Spirit Walk nerf, but we haven't seen anything yet. So until then I expect 99.9% of the Witch Doctors will be running pet builds for season 3.






    **Soul Harvest**



    • * Intelligence bonus granted by each enemy harvested increased from 2% to 3%

    Great solid change here, I have no complaints. Will syn-energize with Gruesome feast, and builds that build a lot of intelligence.



    • * Skill Rune - Languish Has been redesigned Increases your Armor by 30% and reduces enemy movement speed by 80%

    I don't mind the change that it increases armor, but it is a little weird since pre-patch 2.0 Horrify Frightening aspect had its Armor nerfed from 100% increased armor all the way down to 30%. They could of alternatively left "Frightening Aspect" at 100% increased armor, or reduced it down to 60%. The biggest errors in the balancing process is when you devote time to changing, or developing a certain skill to be a certain way, and then undermining that change, later through buffing of other skills, and or items. To add armor to soul harvest is a little silly at this point.



    **What I hope they do:**



    • * Change Horrify FA* to give 60% increased armor, and change Languish for soul harvest to something else entirely
    • * Change Soul Harvest Languish, to 60% Increased armor, and Change Horrify FA* to something else entirely





    **Haunt**



    • * Skill Rune - Consuming Spirit Life per second increased from 2682 to 4291 Damage type changed from Cold to Fire

    Haunt now has every single element possible. With that being said, no one is going to use this skill, hopefully they look back into this in the future.



    • * Skill Rune - Poisoned Spirit Bug Fixes Fixed an issue that prevented this rune from increasing the damage of itself

    Glad that this was addressed, and patched.....nothing to see here people.






    **Plague of Toads "Rain of Toads"**



    • * Proc coefficient has been reduced

    Not a Big deal since Fetish Sycophants (Passive Skill) chances have been buffed by 5% (Making it a 15% chance to proc fetishes with an attack)






    **Summon Zombie Dogs "Final Gift" ---> "Chilled to the Bone"**



    • *Skill Rune - Final Gift Has been removed, Replaced with: Chilled to the Bone
    • * Enemies hit or hit by Zombie Dogs are Chilled for 3 seconds and take 10%-15% increased damage from all sources

    This was a fantastic change, and it does Two things:



    • * Nerfs the Legacy Zero Dogs Build, that was only obtainable if you played the original vanilla Diablo
    • * Provides us extra damage on any enemies the zombie dogs are attacking

    Way to go blizzard, nice to see a Cold rune property for zombie dogs, let alone have a rune effect that actually is very solid.





    **Fetish Sycophants "Passive Skill"**



    • * 15% Chance to spawn a fetishes pet , after successfully landing an attack on an enemy

    Up from 10% can't really complain about that, I'll take the extra 5% increase



    • * At the time of spawning, what ever is your highest elemental Damage, these fetishes take on that property

    Fantastic quality of life change, this will allow for a lot of alternative builds to function much better, and optimize all their elemental damage for pets to one type.






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    **New Legendary Gems**



    These legendary gems is a nice change of pace. They've included one new defensive spell, and one new offensive spell. The defensive one looks like a solid choice with early level mitigation, but will fall wayside once Double unity combo is found. And Ice blink might aid Cold pet builds, but unfortunately is the weakest out of all elements for pet based builds.




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    **Ice blink (Season 3 Exclusive)**




    • * Your Cold skills now apply Chill effects and your Chill effects now slow enemy movement speed by an additional 5%
    • * The additional movement speed reduction is increased by .4% per rank
    • * At rank 25 you gain 10% increased chance to critically strike Chilled or Frozen enemies

    This combined with Bane of the Trapped shall yield some very interesting results. Also depending on how well the movement speed reduction scales could literally leave enemies standing in their place unable to come directly at you. The 10% Crit chance is also nice, meaning you could drop Crit chance of some pieces of your gear, and run other stat affix's.




    **Mutilation Guard**




    • * Gain 10% melee damage reduction
    • * Melee damage reduction is increased by 1% per rank
    • * At rank 25 while below 50% life, you may move through enemies unhindered

    I wish they would change from Melee damage reduction to "all damage reduction", but hey for what its worth it is a step in the right direction. It will help people out early on in seasons, and provide them decent damage mitigation until people are able to find toughness through their gear, or Double Unity combo.





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    **Witch Doctor Build Rankings (As of Current PTR Testing)**




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    **1. Focus & Restraint Tiki Sac**




    Focus & Restraint takes this build to the next level, with the Perma Fear the Tiki Helm provides, and toughness increases to pet WD's, you won't need to run Unity ring anymore. The Damage increase provided from F& R takes it to another level higher then CarnEvil. If no changes happens to F & R expect to see this build on Season 3 Leader Boards







    **2. Zuni CarnEvil**



    CarnEvil was already a build showing a lot of promise, but with the ability to use the new 6 piece Zuni set with it, allowed this build that topped out in the mid forties, be able to run all the way into the mid fifty's. Very easy set to build for, and gaining popularity, this build will re-occur it's self in the top 50 WD's on any server, quite easily.



    I did a side guide on this:



    Link to Zuni/Carn Build





    **3. Zuni SMK**



    My personal favorite, out of the new builds that are coming out of PTR. Very easy to run, not a lot of weakness outside of the lack of AOE damage, and overall just a lot of fun. This is a good alternative for players who may tire of tiki/sac, and CarnEvil builds. I will be personally running this build for Season 3.



    I did a side guide on this:



    Link to Zuni/SMK Guide




    **4. Tiki Sac**



    Same build as above, only difference this version runs Unity, and Stone Of Jordan as opposed to Focus & Restraint






    **5. CarnEvil**



    Same Build as above, just not running the 6 piece Zuni set along with it






    **6. Jade**



    Not gonna spend to much time talking about this build, in its current state on ptr it is in shambles. Hopefully Blizzard does some re balancing, tuning to make this build at least competitive with others.





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    Overall Thoughts about the Witch Doctor Class, for season 3 Video:




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    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's Zuni 6 Piece CarnEvil Patch 2.2 Guide/Testing

    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:


    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-witch-doctor-compendium




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    Zunimassa 6 Piece Set + CarnEvil Build


    First in foremost if you haven't checked out my initial testing with Zunimassa 6 piece Set Check it out here:



    Zunimassa 6 piece Set Initial Review




    Changes I hoped would happen, and what Blizzard decided to do




    Adding additional Set pieces to allow for Tasker & Theo Use


    • * This didn't Happen, but hey it's not the end of the world, in a group setting, or T6 solo, you can still run Zunimassa pox, which allows for Tasker & Theo use.

    **Increases the 6 Piece set bonus from 150% to 300/400%**


    • * Wasn't to far off with this prediction! We got a bump up in Damage, from 150% ----> 275%. I don't believe Blizzard is going to increase the damage any higher, but I honestly believe this is more than enough to give Zunimassa the potential to push to AT-LEAST GR 50.


    **Allowing for pets to have a small chance to proc "Area Damage" ( 2 Piece set bonus)**


    • * This hasn't happened, and may never will, but for now the increase in damage to Zuni will more than make up for it.


    **Allow fetishes to have a cleave that does 10%- 15% of the damage they deal**


    • * We didn't end up getting cleave, but Blizzard made an excellent change to "Fetish Sycophants" Passive Skill


    **"Fetish Sycophants" Passive Skill**


    • * At the time of a Fetish "Proc'ing" / "Spawning" The property of that Fetish is Whatever your current highest elemental Damage is.

    This is a wonderful example of when the quality of life gets improved for your class. I couldn't of done it any better, and I tip my Hat off to Blizzard doing this, good job on revamping this skill.




    **CarnEvil + 6 Piece Zuni**



    With the Buff to Zunimassa Set Bonus damage, using Zuni with CarnEvil is a no brainier. The tricky part is utilizing a Mana Spender that won't interrupt to much with our Dagger Volleys. BUT this Mana spender needs to be an A.O.E to hit multiple targets, and be available for use when Piranhas "Parinado" is on cool-down. Now the "Meta" for this might end up changing in the future, but I find Spirit Barrage "Phantasm" fits into this build solidly, and accomplishes everything we need out of a spender. To make it so that we won't Out of mana ourselves using this skill, Belt of Transcendence will allow for us to drop the Passive Skill "Fetish Sycophants", and replace it with "Rush of Essence". By doing this we won't have any mana issues, and will be able to have a skill to activate our Zuni 6 Piece Set, whenever we want.





    *Here is a List of the "New Items" That we will be using:*




    Zunimassa Gloves




    • * Allows for us to Build a 6 Piece zuni Set




    Zunimassa Pants




    • * Allows for us to Build a 6 Piece zuni Set



    Zunimassa's String of Skulls(Off Hand)


    • * Allows for us to Build a 6 Piece zuni Set
    • * *NEW* Now rolls +20-25% Fetish Army damage as a fifth primary affix

    I still have to test out, to see if you will be able to have this affix, and still run Increase Poison Dart Damage. But either way it is a very solid addition to this off hand mojo.



    Belt of Transcendence




    Very solid new item for Witch Doctor. It will provide many different options to passive skill usage due to Fetish Sycophants not being needed, and allowing fetish generation not requiring you to worry about proc co-efficient of skills. Most Witch Doctors are using Haunt, as a mana spender to trigger the effect of the pants.


    • * Allows for us to drop Fetish Sycophants passive, and run an alternative one
    • * Opens up options for 2 Hander's to generate Fetishes in a more reliable manner.
    • * Multiple builds for Witch Doctor, have flexibility in-regards to what pants we use.
    • * Works extremely well with Zunimassa's new 6 Piece set bonus.
    • *Just for a side note, the fetishes are the same ones from "Fetish Sycophants" Passive, meaning if you ran the passive with the pants you could only have "15" "Fetish Sycophants" at one time






    **Zunimassa 6 Piece + Carnevil**


    With the 150% ---> 275% buff, it is fully worth it to incorporate Carnevil build with the new 6 Piece Zuni set. Poison will still be our major elemental Damage choice. The only conflict that may occur until enough testing is done with this build, is what is the best mana spender to use, that works well with the build. In the breakdown of the build selection below, I will incorporate what I used to get to GR 45 fairly comfortably with this build.





    Lets us go over some strengths, and weaknesses of this Build.


    Pros


    • * High End pet damage, with Zuni Set proc in effect
    • * Great at Taking down Rift Guardians
    • * Great AOE damage potential

    Cons


    • * Very Weak to Shielding, and Waller Enemies
    • * Requires Good Positioning, by the player
    • * Damage output suffers dramatically when the Zuni set proc isn't active.



    **Skill Build**



    Zunimassa 6 Piece + CarnEvil



    **Why Did you choose the skills you did?**



    *Active Skills*




    **Sprit Walk "Jaunt"**



    • * Gets us out of dangerous situations
    • * Allows for us to move into mobs, and summons Fetish army
    • * Works well with Spirit Vessel

    **Fetish Army "Legion of Daggers"**



      * 8 Physical property Fetishes


      * Damage will be converted over to poison, even though base property is physical (Because of CarnEvil)



    Hex "Jinx"



    • * Provides Crowd Control, on trash/elite monsters
    • * Enemies Under CC effects take 20% increased damage

    **Piranhas "Parinado""**



    • * 15% Increased Damage on enemies hit by this spell
    • * Qualifies as a mana spender, and triggers our Zuni Set Bonus
    • * Crowd Control is nice, and allows for monsters to be stacked to be AOE'd down.

    **Poison Darts "Snake to the Face"**



    • * With Dagger of Darts, allows for a Stun Effect to hit multiple targets
    • * Triggers our CanEvil Effect


    **Spirit Barrage "Phantasm"**



    • * Qualifies as a Mana Spender, and triggers our Zuni Set Bonus
    • * With Rush of Essence we have a mana spender, that is low cost, and effective at keeping our Zuni Massa proc up consistently



    *Passive Skills*




    **Pierce the Veil**



    • * 20% Damage Amp

    **Spirit Vessel**



    • * More survivability
    • * Reduces cool down of spirit vessel

    **Grave Injustice**



    • * Decreases the cool-down on our skills, most specifically Piranhas "Parinado"

    **Rush of Essence**



    • * Allows for us to spam Spirit Barrage w/o worrying about Mana issues


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    **Gem Choices**



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    **Enforcer**



    • * Base Effect: Increases the damage of your pets by 15%
    • * Upgrade rank grants: 0.3% more pet damage per level.
    • * Rank 25 unlocks: Your pets take 25% reduced damage.

    Straight forward choice here, will increase all damage done by all 23 fetishes in the build.





    * Simplicity’s Strength



    • * Base Effect: Increase the damage of primary skills by 25%.
    • * Upgrade rank grants: +0.5% damage.
    • *Rank 25 unlocks: Primary skills heal you for 2% of maximum health on hit.

    The darts are a primary skill, and with the changes to Increase Poison Dart damage effecting fetishes Damage while shooting darts, this is now standard in all CarnEvil builds. Not to mention the secondary skill allows for precious Life on Hit without compromising important Toughness/Damage Stacks on our gear.





    **Gogok of Swiftness**



    • * Base Effect: 50% chance on hit to gain Swiftness, increasing your Attack Speed 1% for 4 seconds. This effect stacks up to 15 times.
    • * Upgrade rank grants: +1% chance.
    • * Rank 25 unlocks: Gain 1% Cooldown Reduction per stack of Swiftness.

    Attack speed by far is one of the most important stats in CarnEvil Build, pretty straight forward decision here.




    **Gear That I used**



    Zunimassa 6 Piece Set + CarnEvil Gear



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    **Video of build in action:**


    Zunimassa 6 Set+ CarnEvil Build Break Down, Trial & GR 38


    Zunimassa 6 Set+ CarnEvil GR 42 & 43


    Zunimassa 6 Set+ CarnEvil GR 45



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    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Debo's Zunimassa 6 Piece Guide PTR 2.2
    Quote from Thornagol»

    Another question, could you use the fire fetishes to help with the AoE situation?

    YOu def could use fire fetishes, but since melee passive fetishes are always physical, if you were to go fire, tha tmeans all of your fetishes wouldnt have the same element type, thus not maximizing your dps.

    Posted in: Witch Doctor: The Mbwiru Eikura
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