WD Passive Skills

Witch Doctor
So everyone talks about action skills, what about passive?

Which passive skills would you use and why?
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
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
Maybe Jungle Fortitude, Gruesome Feast or Spiritual Attunement fixed passive skill?
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
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.
Tell me why you like gruesome feast? I have every intention of skipping it.
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.
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.)
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.
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!
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?
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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