Diablo® III

Rate my builds - Summons and Zombies and DOTs

Posts: 71
Oh my!

Since quite a few other people seem to be posting their potential builds for discussion, comments and critique I decided to throw my dice in with them and give it a go~ So here's the main 3 builds I'm thinking of trying out.

Summoning/Support
http://us.battle.net/d3/en/calculator/witch-doctor#ZhPkYQ!XVU!aZbZbY

First up we have what'll most likely be the main build I'm running around with most of the time. To me it feels like the best interpretation of a summoner should be: Constantly being surrounded by tons of pets and supporting them and your allies. The build might be a little slow in PVE, but the sheer number of pet's you'll have up at any given time will keep one feeling truly in the thick of an army.

For my summons I've chosen Mongrels, the Gargantuan, Fetish Army and runed Wall of Zombies. The first 3 are relatively bread and butter for any summoning build. Fetish Army runed for cooldown reduction giving it very little downtime when combined with the cooldown reducing passive (What is it? 50 seconds reduced by 25%? 38 seconds or so, meaning there's really only 18 seconds of cooldown). The fourth, while testing needs to be done on it (does it summon the full wall and 3 zombies walk out of it? Does it just summon 3 zombies? Do those zombies last 5 seconds?), sounds perfect for a summoning build either way as something spammable. Grasp of the Dead also has great potential damage and utility. Runed for a shorter cooldown allows it to be always readily available for assisting my minions, kiting or quick escapes, especially when paired with Zombie Wall. Big Bad Voodoo also seems like quite a typical staple of this sort of build where you have so many of your minions benefiting from the ASPD increase. I rune it for a longer cooldown because I figure it's better to have a sped up attack anWd movement for a longer time than it is to have it for a shorter period with another boost. Over 50% up time for that kinda thing sounds good to
me.

Stacking thorns for this is a must, due to the sheer number of minions you'll have up at any given time.


Summon the DOTs
http://us.battle.net/d3/en/calculator/witch-doctor#ZhWYSR!XVc!ZcYZYc

DOTs are a great way to chip away at an enemy's health. With this many DOTs I'd be more inclined to say you'd be chunking away their health. This is THE DOT build as far as I'm concerned. Any group of enemies that get swarmed by your minions are going to be suffering numerous hits every second from 3-4 auras, an ever multiplying Locust Swarm and slowed from escaping your wrath by a damage enhanced grasp (which can also be used to save your skin if you need a peel by re-summoning your dogs close by).

Zombiemancer
http://us.battle.net/d3/en/calculator/witch-doctor#ZhXkRY!Xcd!aZYcZY

Ok. Take typical spells you would expect an all out offensive mage or any caster to have; familiars, a spell blast, a wave, a targetted AOE, a nova. Now turn them into zombies. Yeah it's an all out theme build, but I feel like this could be an incredibly viable DPS build. Summons for your own protection and then attack spells for any and every situation. It could probably use some form of escape, but with this build I prefer the idea of DPSing things down faster than they can kill me.
Edited by Joxorz on 9/21/2011 6:05 AM PDT
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Posts: 71
Can't tell if lack of replies is due to my builds being super awesome perfect or so terrible that no one wants to touch them with a 10 foot pole ;)
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85 Tauren Paladin
6015
Posts: 141
More like they are not linked properly (i.e. at all) so we can't easily check them out.

http://us.battle.net/d3/en/calculator/witch-doctor#SWYkhZ!Xdb!YYZZcc

Is one of the cooler looking DoT/Pet builds I could come up with ^_^
Edited by Bithadin on 9/21/2011 5:42 AM PDT
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60 Human Warlock
0
Posts: 28
I dunno about that DoT build. It lacks Haunt.

If I was going to make a DoT heavy WD...I would go with something like this:

http://us.battle.net/d3/en/calculator/witch-doctor#cSZfhU!bXd!aZZbcY

Dogs and Big Stinker to distract enemies and provide more AOE DOT. Haunt and Locust for the jumping DoT damage.. Pyrogeist Firebombs for more focused DOT damage on key targets. 10 second spirit walk to escape hairy situations and give your dots time to work.
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Posts: 71
More like they are not linked properly (i.e. at all) so we can't easily check them out.

<a href="http://us.battle.net/d3/en/calculator/witch-doctor#SWYkhZ!Xdb!YYZZcc">http://us.battle.net/d3/en/calculator/witch-doctor#SWYkhZ!Xdb!YYZZcc</a>

Is one of the cooler looking DoT/Pet builds I could come up with ^_^


Hurp. I saw that a day ago too and never got around to fixing them. Edited and got em linked proper now. Digging that build.

I dunno about that DoT build. It lacks Haunt.

If I was going to make a DoT heavy WD...I would go with something like this:

<a href="http://us.battle.net/d3/en/calculator/witch-doctor#cSZfhU!bXd!aZZbcY">http://us.battle.net/d3/en/calculator/witch-doctor#cSZfhU!bXd!aZZbcY</a>

Dogs and Big Stinker to distract enemies and provide more AOE DOT. Haunt and Locust for the jumping DoT damage.. Pyrogeist Firebombs for more focused DOT damage on key targets. 10 second spirit walk to escape hairy situations and give your dots time to work.


This one is pretty neat, if only because it feels like a more active DOT build as opposed to mine which is definitly more passive. I feel like a fool for overlooking that Haunt rune, it feels crazy strong. Might need to swap out something for it.
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60 Human Warlock
0
Posts: 28
Something to keep in mind with spirit walk is that it will cancel out when your physical form you left behind sustains 50% damage.

So even though you have the 10s spirit walk.. if you use it while surrounded by mobs..you still might only get a few seconds out of it.

Im waiting till i see how it works in game, but if I find that the 10s jaunt doesnt pan out.. I may go for an obsidian rune instead, so that the form explodes when i come out of stealth and does a nice big chunk of damage to the stuff killing me.

OR, for a more dependable way out of trouble.. Horrify with Obsidian for the 12s duration. Even in inferno where mobs will likely have CC reduction, I see a 12s fear being pretty useful.

I know you didnt actually ask for this information :D and your build doesnt even have spirit walk lol..but I felt the need to clarify that since people seem to forget that it may not be a "get out of trouble free" spell.
Edited by Damoklese on 9/21/2011 6:28 AM PDT
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Posts: 1,196
I seriously doubt that thorns is going to be any good.
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Posts: 71
And why do you think that? I recall reading at one point it was at the very least viable to stack it in D2. Considering they've said before that they want passives to feel like you're getting a lot for your investment (though that was from talent point times I don't see why that philosophy would change) I don't see the thorns passive being terrible, especially if you stack it. Worst comes to worst it's just a decent DPS boost.
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Posts: 3
Its hard to tell at this point but i honestly don't think firebomb will end up to be all that great.

@Damoklese I came to the same conclusion about spirit walk.

http://us.battle.net/d3/en/calculator/witch-doctor#ZVcgQh!dZb!ZaZZba Thoughts?

This build isn't made for pvp or pve specific, just something I put together to get peoples ideas.

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Posts: 556
Thorns generally doesn't work against ranged/caster monsters, or crowd controlled (hexed/feared/stunned) melee monsters.

Thorns was particularly weak in Diablo 2 because melee monsters did very little damage compared to their life pool. The hardest hitting monsters in Hell mode did about 200 damage but had about 25k hp, so even with 500% thorns it would take 25 hits for them to kill themselves.

The one reason I might consider picking up that passive is because of the life regen. Monsters in Inferno mode will hit VERY hard, possibly killing our zombie dogs in 1-3 hits, and our gargantuan might die a lot too. Since gargantuan has a cooldown, this might be an important passive when we first enter Inferno.
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Posts: 11
You guys have to many attacks, you only really need about 2 or 3(1 or 2 if ur a summoner) with some mana regen and some bonus dmg for your spells or summons

here is my take on a dps build, darts for single target, haunt for mana regen, dire bats because its a pretty ridiculous channeled aoe, doing 325% dmg plus the dmg bous from soul harvest and sacrifice, and firedogs specifically because when the approach a grp to be sacrificed, they throw in a little pre-death fire dmg
http://us.battle.net/d3/en/calculator/witch-doctor#acVgTb!XZb!ZbZYZZ


and here's a summon build i made, basically just haunt for single target dmg and mana regen, and then a lot of summons, and then i got BBV with healing to help the grp stay alive during or after fights, the only thing i might say about this build is that its pretty summon reliant so if u want some extra damage you could remove the wall of zombies summon for sacrifice
http://us.battle.net/d3/en/calculator/witch-doctor#cbhPkQ!XUe!bZYbZc
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Posts: 1,048
09/25/2011 10:28 AMPosted by CaseyJones
You guys have to many attacks, you only really need about 2 or 3(1 or 2 if ur a summoner) with some mana regen and some bonus dmg for your spells or summons


I have to agree with this, you really only need 1-2 damage spells that you spam and then summons and utility.
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Posts: 71
09/25/2011 02:32 PMPosted by Vaaz
You guys have to many attacks, you only really need about 2 or 3(1 or 2 if ur a summoner) with some mana regen and some bonus dmg for your spells or summons


I have to agree with this, you really only need 1-2 damage spells that you spam and then summons and utility.


Also agreeing with this, especially when you consider most of the time we'll be partying with other people. I know for myself at the very least I'll always be partying with my wife. I dunno. Maybe I'm hopeful, but I don't see Inferno being so difficult that your pets will be getting 1 shot by the first mob you come across.

Thorns generally doesn't work against ranged/caster monsters, or crowd controlled (hexed/feared/stunned) melee monsters.

Thorns was particularly weak in Diablo 2 because melee monsters did very little damage compared to their life pool. The hardest hitting monsters in Hell mode did about 200 damage but had about 25k hp, so even with 500% thorns it would take 25 hits for them to kill themselves.

The one reason I might consider picking up that passive is because of the life regen. Monsters in Inferno mode will hit VERY hard, possibly killing our zombie dogs in 1-3 hits, and our gargantuan might die a lot too. Since gargantuan has a cooldown, this might be an important passive when we first enter Inferno.


Good points. I have to say, I'm pretty happy they added the life regen to that passive. Not that I felt that it was bad, but as you've illustrated it might be a bit weak by itself. Now just to find out to what degree of health regeneration they get from out items. I would fully expect them to benefit from things like 'Gain x HP per minute', but what about life leech and +hp on kill? Could be very interesting if they benefited from more than one of those.
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