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May 22 2012 12:38am
Quote (Ibs566 @ May 22 2012 12:18am)
Can you post some of your equipment with pic if possible, I want to start off a WD but i'm not sure what kind of equipment i'll use at higher level. Thanks for this guide btw :)


Right click:
Grasp of the dead
Left click:
Zombie bears
1:
Spirit walk
2:
Soul harvest
3:
Big bad voodoo
4:
Hex

Jungle fortitude -> I don't like this because I can take 2 hits before I die anyways on inferno, because I have stacked int. I have about 20k life and 1,6k Int. But this may come more handy if you have a larger healph pool or on hell and lesser difficulties.


Quote (MegaVovaN @ May 22 2012 12:40am)
you don't run into mana problems without spiritual attunement? i'd say replace grave injustice with spiritual aattunement for even faster mana regen. use up grasp of dead, hex, soul harvest, and spirit walk to keep up the benefit of vision quest. save big bad voodoo /w mana rune for champ packs so you can continuously spam bears nonstop


Yep this is the alternative if you don't stay in close range when the creeps die.
Also, Spiritual qttunement is better on larger because nobody will die for a long time.
The good thing with grave injustice is that you often run into large packs and need to use spirit walk as soon as possible, because it's a lifesaver. You'll also have things like harvest again which gives you a lot of mana.

Conclusion:
Spiritual attunement -> for rare, blue and boss fights
Grave injustice -> large groups, the most encounters


This post was edited by gmLNyx on May 22 2012 12:44am
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May 22 2012 05:41am
Quote (gmLNyx @ May 22 2012 01:38am)
Right click:
Grasp of the dead
Left click:
Zombie bears
1:
Spirit walk
2:
Soul harvest
3:
Big bad voodoo
4:
Hex

Jungle fortitude -> I don't like this because I can take 2 hits before I die anyways on inferno, because I have stacked int. I have about 20k life and 1,6k Int. But this may come more handy if you have a larger healph pool or on hell and lesser difficulties.




Yep this is the alternative if you don't stay in close range when the creeps die.
Also, Spiritual qttunement is better on larger because nobody will die for a long time.
The good thing with grave injustice is that you often run into large packs and need to use spirit walk as soon as possible, because it's a lifesaver. You'll also have things like harvest again which gives you a lot of mana.

Conclusion:
Spiritual attunement -> for rare, blue and boss fights
Grave injustice -> large groups, the most encounters


Yes, except you can't change your skills, else you lose nephalem's valor bonus.
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May 22 2012 07:10am
zombie bears has too short of range for a "glass cannon" build imho.

I played using the vision quest passive through hell and found that in inferno i lacked consistent dps for fights against tougher rares/elites/champions
Im currently using:
poison dart: splinters
Grasp of the dead:unbreakable grasp
firebomb:roll the bones
fetish army:cooldown
soul harvest:soul to burn/siphon
spirit walk:your preference

I feel like this puts out more consistent dps(keeps up with DH and WIZ in my group) from a safer range.

a big problem with zombie bears is their range. they are awesome for making short work of large groups of normal monsters but the problem lies in the "jailer vortex waller" variety of monsters. I am fully aware that a wd can break cc with spirit walk and that you can avoid death in a lot of situations using it but avoiding death is not what i want to do i want to kill monsters, lots of them. Roll the bones rune on firebombs gives me the aoe dps that i need combined with a range that keeps me safe. Switch to splinters for single target dps and when really trying to burn through a big health pool pop the fetish army, you will be blown away by how much they help your single target dps. Having the fetishes around is also nice when going to res a fallen ally. Unless you take the jaunt rune for spirit walk theres no sure fire way to res an ally without being interrupted(one shotted) popping the fetish army while near a mob that needs to be distracted then using spirit walk to res an ally turns wipes into OMG <3 WD.

Just some input :D

This post was edited by onedimensional on May 22 2012 07:25am
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May 22 2012 08:24am
Quote (MegaVovaN @ May 22 2012 11:41am)
Yes, except you can't change your skills, else you lose nephalem's valor bonus.


if you are after MF, then you'll have to choose indeed. If you are having no problems against blue, rare and bosses, then go for grave injustice. If you in the other hand are stuck on them, you should go for spirit attunement;)
In my case, we have no problems taking blue, rare and bosses on Inferno, so I am going for grave injustice to clear faster.


Quote (onedimensional @ May 22 2012 01:10pm)
zombie bears has too short of range for a "glass cannon" build imho.

I played using the vision quest passive through hell and found that in inferno i lacked consistent dps for fights against tougher rares/elites/champions
Im currently using:
poison dart: splinters
Grasp of the dead:unbreakable grasp
firebomb:roll the bones
fetish army:cooldown
soul harvest:soul to burn/siphon
spirit walk:your preference

I feel like this puts out more consistent dps(keeps up with DH and WIZ in my group) from a safer range.

a big problem with zombie bears is their range. they are awesome for making short work of large groups of normal monsters but the problem lies in the "jailer vortex waller" variety of monsters. I am fully aware that a wd can break cc with spirit walk and that you can avoid death in a lot of situations using it but avoiding death is not what i want to do i want to kill monsters, lots of them. Roll the bones rune on firebombs gives me the aoe dps that i need combined with a range that keeps me safe. Switch to splinters for single target dps and when really trying to burn through a big health pool pop the fetish army, you will be blown away by how much they help your single target dps. Having the fetishes around is also nice when going to res a fallen ally. Unless you take the jaunt rune for spirit walk theres no sure fire way to res an ally without being interrupted(one shotted) popping the fetish army while near a mob that needs to be distracted then using spirit walk to res an ally turns wipes into OMG <3 WD.

Just some input :D


Thanks for the input:) I've tried something similiar on Inferno, and the damage is simply not enough. If I can't brust them down with bears and good damage from the others, we'll have to fall back on almost every pack. We may die less this way, but the grinding is slower.
But everything comes down to what your best to and more importantly, what is best for your team.
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May 22 2012 08:33am
Quote (gmLNyx @ May 22 2012 09:24am)
if you are after MF, then you'll have to choose indeed. If you are having no problems against blue, rare and bosses, then go for grave injustice. If you in the other hand are stuck on them, you should go for spirit attunement;)
In my case, we have no problems taking blue, rare and bosses on Inferno, so I am going for grave injustice to clear faster.




Thanks for the input:) I've tried something similiar on Inferno, and the damage is simply not enough. If I can't brust them down with bears and good damage from the others, we'll have to fall back on almost every pack. We may die less this way, but the grinding is slower.
But everything comes down to what your best to and more importantly, what is best for your team.


I mostly have to solo inferno, most friends gave up on it. The blue/yellow packs are very difficult to kill even with big bad voodoo. for example how do you take down something like arcane + molten + vortex?

with a 13 second cool down (-2 from spirit vessel) on spirit walk is that really enough to be able to get away from their vortex? once you get sucked into a group of traps, its insta-death

This post was edited by MegaVovaN on May 22 2012 08:39am
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May 22 2012 09:10am
Quote (MegaVovaN @ May 22 2012 07:33am)
I mostly have to solo inferno, most friends gave up on it. The blue/yellow packs are very difficult to kill even with big bad voodoo. for example how do you take down something like arcane + molten + vortex?

with a 13 second cool down (-2 from spirit vessel) on spirit walk is that really enough to be able to get away from their vortex? once you get sucked into a group of traps, its insta-death


Spirit vessel passive works well here b/c it prevents those one-shot deaths
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May 22 2012 10:44am
Quote (MegaVovaN @ May 22 2012 02:33pm)
I mostly have to solo inferno, most friends gave up on it. The blue/yellow packs are very difficult to kill even with big bad voodoo. for example how do you take down something like arcane + molten + vortex?

with a 13 second cool down (-2 from spirit vessel) on spirit walk is that really enough to be able to get away from their vortex? once you get sucked into a group of traps, its insta-death


Mortar is a bigger problem I'd say. Sometimes you can get an unlucky vortex into arcane, where you only can survive if you have spirit vessel up. Most of the time you can get away with either Spirit walk(most of the time) or hex if spirit walk is on cd. If this pack was found in act 3-4 Inferno, I'd suggest leaving it. But almost all bosses on act 1-2 should be doable:)
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May 22 2012 11:21am
Quote (gmLNyx @ May 22 2012 11:44am)
Mortar is a bigger problem I'd say. Sometimes you can get an unlucky vortex into arcane, where you only can survive if you have spirit vessel up. Most of the time you can get away with either Spirit walk(most of the time) or hex if spirit walk is on cd. If this pack was found in act 3-4 Inferno, I'd suggest leaving it. But almost all bosses on act 1-2 should be doable:)


also whats your dps? with soul steal from 5 monsters mine can go up to 18k, but without soul steal its about 12.8k. That even doable?
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May 22 2012 11:54am
ty for guide
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May 22 2012 12:38pm
Quote (MegaVovaN @ May 22 2012 05:21pm)
also whats your dps? with soul steal from 5 monsters mine can go up to 18k, but without soul steal its about 12.8k. That even doable?


Mine was a little above 50k with 5 harvest. But I do have some kickass items and a 800+ 1h wep with a very decent offhand.
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