Diablo® III

WD Passive Skills

So everyone talks about action skills, what about passive?

Which passive skills would you use and why?
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Posts: 34
The passives are entirely dependent on your active skills.

You wouldn't take bad medicine if you didn't have any poison spells.
http://us.battle.net/d3/en/class/witch-doctor/passive/bad-medicine

Pierce the veil is a passive that I see myself using in almost every build I've looked at.
http://us.battle.net/d3/en/class/witch-doctor/passive/pierce-the-veil
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Posts: 34
05/08/2012 08:33 AMPosted by MegaMooMoo
I think anyone who skips Gruesome Feast needs a slap behind the head. A big one.


I like gruesome feast. I've gone back and forth on swapping it for spiritual attunement for this build. http://us.battle.net/d3/en/calculator/witch-doctor#hZgekd!bfW!caZaYc
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Maybe Jungle Fortitude, Gruesome Feast or Spiritual Attunement fixed passive skill?
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Yeah, Pierce the Veil seems more fitted for high level WD for me, when your mana pool is big enough to counter the increased mana costs
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Posts: 34
My build will be heavily pet based (this may change depending how higher difficulties play out). With a focus on pets I plan on using:

Jungle Fortitude (20% dmg reduction to both pets and myself)
Bad medicine (poison dmg results in a further 20% dmg reduction)
Zombie handler (4 dogs and increase pet life by 20%)

Not sure how a petcentric build will be, but this *might* help make it more viable by keeping my pets up. The pets will hopefully provide enough distraction that I can nuke away.
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Posts: 869
Tell me why you like gruesome feast? I have every intention of skipping it.
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Posts: 556
05/08/2012 10:27 AMPosted by MegaMooMoo
Because it not only gives you mana back, but it also adds a 10% intelligence bonus. Percentage-based bonus to intelligence, unlike the static bonus per enemy from Soul Harvest.


Not to mention that in addition to damage, Intelligence offers +resist all (including physical) offering linearly-scaling survivability.
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90 Worgen Hunter
3900
Posts: 394
My build will be heavily pet based (this may change depending how higher difficulties play out). With a focus on pets I plan on using:

Jungle Fortitude (20% dmg reduction to both pets and myself)
Bad medicine (poison dmg results in a further 20% dmg reduction)
Zombie handler (4 dogs and increase pet life by 20%)

Not sure how a petcentric build will be, but this *might* help make it more viable by keeping my pets up. The pets will hopefully provide enough distraction that I can nuke away.


Me too. (4 person party build)
http://us.battle.net/d3/en/calculator/witch-doctor#biYTQR!dcZ!aacYba
It's all about keeping the pets alive. (Including life leaching doggies.)
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Posts: 34
I think I am planning something more along these lines:

http://us.battle.net/d3/en/calculator/witch-doctor#aiZeYT!Zcd!ababcZ

Who knows though, until I actually get to test a lot of these it is pure speculation right now.
Edited by SteelPeel#1759 on 5/8/2012 11:25 AM PDT
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Posts: 869
GF lasts for 10 seconds. JF is a must have for almost any build. Pierce the veil is not a must have but I am going to keep it in my builds. That leaves 1 skill slot... not too crazy about a 10% intelligence boost for 10 seconds, I dunno.

I want you to convince me!
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Posts: 34
I am just wondering with GF (I assume you mean gruesome feast). What happens if you are at full health picking up a health globe - I assume this will not count as a heal correct? This means for GF to actually even work you need to have lost some health.
Is my understanding of this correct?
Edited by SteelPeel#1759 on 5/8/2012 11:59 AM PDT
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Posts: 556
3 more things to remember about Gruesome Feast:

(1) You get healed by health globes your teammates pick up

(2) +gold/globe pickup radius is going to be a great stat for speed killing, since we do not have many ways of increasing our movement speed, and time spent grabbing gold & globes is time not spent killing and getting loot

(3) Globes can drop off bosses/elites before they are killed
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