Showing posts with label witch doctor. Show all posts
Showing posts with label witch doctor. Show all posts

Tuesday, August 23, 2016

Saturday, July 16, 2016

Diablo 3 - 2.4.2 Leveling Guide | HC WD Solo 1-70 in 1h51m (massacre bonus) | Season 7 preparation by Desolacer

Hey guys, this video demonstrates a full level 1-70 run in less than 2 hours as Witch Doctor, which is one of my projects to prepare for a leveling race in Season 7. Btw. Season 7 will start at 5th August 2016.
Rules: (pretty much the same as a new season start): No paragon, no crafting and never spend more gold than you find.
The trick is to stack up the massacre bonus in Fields of Misery on master difficulty.

Sometimes your items will be too weak, so the best way to upgrade your items is, killing one of the bounty bosses: Maghda, Zoltun Kulle or Butcher.
There are also some Resplendent Chests in Fields of Misery where you can find a lot of rare items.
Using the vendor can also help to upgrade your current items.

Witch Doctor is by far the most powerful class to level with this strategy.
I tried it as Demon Hunter recently, but couldn't reach level 70 in less than 3 hours.
As Barbarian I did it in 2,5 hours.

Songs used:
Diablo 15th Anniversary Soundtrack (Full) https://www.youtube.com/watch?v=S5MnL...
Diablo III - Soundtrack (OST) All in One https://www.youtube.com/watch?v=hkrA5...
Diablo III - A New Dawn https://www.youtube.com/watch?v=-TChJ...


► Twitter : https://twitter.com/desolacer
► Twitch: http://www.twitch.tv/desolacer

Friday, February 26, 2016

Diablo 3 - Written Guide & Tips for Support WD in Season 5 (patch 2.4) by xskilling

Hi guys, this guide is mainly written in mind for entry-level support WDs or people who want to have a better understanding of support WD for S5/patch 2.4

Behind the guide, I've cleared GR100 in a 4man party earlier last week (which was at the time top100, now 250?~)

I play the game all manually, don't bot or use "google maps", my playtime is around ~220-230hr for the current season, averaging 5-6 hr per day, 1200~ paragon - it is definitely viable to reach a GR100 without excessive playing or botting as a support (even my wiz in the clear is only around 150 paragon higher than me)

I know that the /r/diablo subreddit hates the 3 support 1 DPS meta, but this build is pretty much viable for fun/non-meta groups as well

Diablofans build
D3planner current meta standard build
D3planner alternative high GR build

Support WD Role
  • damage amplifier, crowd controller
  • health globe picker/vaccuum machine
  • occasional map scout

Common mistakes/main tips
  • The reality of supp WD is that it is quite easy to play once you know what you are doing, but most people who just started would make mistakes that they wouldn't realize until someone tells them so

Tip 1 - Stutter stepping is a must if you are going to pick up health globes
  • what is stutter stepping? move and attack almost simultaneously to minimize animation downtime and utilizing certain aspects of the game like taeguk gem, hexing pants, globe pickup
  • how to stutter step for support WD? bind force move command to a key/mouse button (space bar for example), hold down right click (haunt), and press space bar (or whatever key) every 0.5 seconds or so
  • why do you need to stutter step? you need to trigger obsidian ring of the zodiac (orotz)'s proc while picking up health globes
  • without stutter stepping, you are doing a half-ass job of your role, which can lead to your own death, your party's death, not enough resource for the wizard spamming ET, or not enough cooldown reduction for your own spells
  • while i don't personally do this, advance users can set up a macro to trigger the force move command every 0.5 secs or so to minimize your fingers/wrists getting messed up/cramps (i don't cuz i don't play more than 2-3 hrs of GRs in one sitting and cuz macros lag my potato comp)

Tip 2 - Do not cast any of your dmg amp/crowd control spells until you reach a desirable pack/location to group up and kill/clear
  • this is probably the most common mistake outside of stutter stepping
  • the reason for holding off is that crowd control resistance stacks up very fast and if you cast a CC spell on a pack that you don't want to clear yet, it is a lot harder for the barb/monk to continue pulling that pack to an ideal location
  • the barb most likely would have to wait till the initial CC effect wears off before continuing to pull
  • casting haunt can also trigger your mimics (grin reaper) which then can cast piranhas/mass confusion - so don't do it even if u are tempted to do so!

Tip 3 - Don't mindlessly spam piranhas/hex/spiritwalk/massconfusion/bigbadvoodoo off cooldown while you are in the middle of clearing a pack
  • several reasons for this, the main one being you want to keep BBV at 100% uptime, which only works if u let zodiac ring prioritize it before other spells
  • the other one is excessive CC spam can make mobs resist pulling/knockback effects earlier than you expect, mobs that run away or teleport away are particularly hard to pull
piranhas
  • this is your only real mana spender, if u spam it, u can go below aquila buff threshold and not have your mana regen back in time and therefore, u can die
  • debuff lasts 8 seconds, so cast it accordingly
  • it may seem obvious but sometimes u move for an extended period that the helltooth dmg reduction wears off, and u can get one shotted!
hex
  • toad of hugeness is the main rune nowadays, u want to cast around 3 at the beginning to debuff everything quickly
  • cast it where u want the toad to pull towards, excessive density can cause the toad to spawn outside of your original cast point
  • after initial casts, u want to occasionally cast it depending on how many mobs are around, debuff lasts 5 seconds, so cast it accordingly
spirit walk
  • don't use it unless you need to dodge molten/exploading grotesque/excessive arcane sentry/electrified
  • if u die without it when there are no dangerous affixes/mobs, u or your party members may be doing something wrong
  • don't rely on spirit walk's immunity to keep you alive, positioning is more important to stay alive
mass confusion
  • debuff lasts 12 seconds, so cast accordingly
  • charm is a hard CC, which stacks up CC resistance faster, so don't go crazy spamming it on range/teleport mobs if u know u want to repull a lot
BBV
  • u want to keep 100% uptime, but refrain from recasting it when an elite is going to die very soon and you would most likely move to the next pack

Playstyle/order of events
1) spirit walk to keep up with teammates/search for an ideal pack to kill
2) wait for wiz/monk to settle down at a location for ET spam
3) cast your initial debuff/buff spells (BBV is the most important one), and start stutter step (spam haunt & pickup globes) - maximize survivability by standing inside inner sanctuary
4) when your ignore pain buff is reset, u can either go scout and aggro more mobs or stay in place to continue stutter step and recast debuffs
  • scout or not depends on the GR level, mobtype, your own survivability, and amount of globes that can be produced
  • i usually scout if its below GR97, anything above GR100 is highly dependent on mobtype (dangerous mobs like spears, chargers is a complete no go)
  • if your party relies on barb to produce globes, u should scout more (WD 70%- to barb 30+%), otherwise let the barb do most of the scouting (monk can produce enough globes) (barb 80%+ to WD 20%-)
5) if you choose to scout, ping or tell your barb to pull closer to your main pack (if you find anything worthy of pulling)
6) rinse and repeat

Additional info
D3planner alternative high GR build
  • i use xephirian for the cube cuz electrified mobs can be very dangerous above GR100, and the oculus's proc is so random that u don't really need it
  • cloud of insects is the main skill change for GR100+ for additional dmg reduction
  • string of ears is also a personal choice, if u think u need it

SOURCE

Monday, December 14, 2015

Diablo 3 - PTR 2.4 Witch Doctor - Viability of a Pure Pet Build by MeatHead Mikhail

Hey guys, today I discuss the viability of a Witch Doctor pure pet build that doesn't use Carnevil/Dagger of Darts. I show some gameplay using a Legacy of Nightmares setup and talk about some limitations/considerations. I hope to soon test both Helltooth and Zunimassa variants, all of which are close to each other and have pros/cons based on the set used. Enjoy & discuss!

Build: http://us.battle.net/d3/en/calculator...

Bane of the Trapped: https://youtu.be/4DI_exBJj3U
Enforcer: https://youtu.be/GtBSHH5fSeM
Molten Wildebeest's Gizzard: https://youtu.be/AMOKzxs_pBU

Legacy of Nightmares Set Explained: https://youtu.be/RUk9Fp9B5IU

Zunimassa Pet Build: https://youtu.be/alUaeCaURjc

Witch Doctor Playlist: https://www.youtube.com/playlist?list...

Patch: PTR 2.4

-

Thanks for watching and Thumbs Up if you like the video! Let me know if you have any questions or suggestions in the comments below and be sure to check out:

Web: http://www.meatheadgaming.com
Twitter: http://www.twitter.com/meatheadmikhail
Facebook: http://www.facebook.com/meatheadgaming

Thursday, August 6, 2015

Diablo 3 - Main builds for each class in Season 4

Main Builds

By agryxoxo


Barb:
  • WotW: Spin2win, spin some more, fill the screen with tornados.
  • IK: Hammer of the Ancients or Seismic Slam. You and the three stooges smash stuff with big hammers.
Demon Hunter:
  • Natalya: Spin2win, call flying stuff to wreak havoc.
  • UE: Multishot or lots of blue balls to clutter the screen.
Witch Doctor
  • Zuni/Carnevil: Little guys, spit snakes & darts, now with less lag. Hooray.
  • Helltooth: Walls of zombies, walls of death, walls, bears, giants, dogs.
  • Arachyr: Spiders (big and small), toads, bats.
Monk
  • Uliana (now): Use Seven Sided Strike, enjoy the animation, everything explodes. Repeat.
  • Uliana (soon): use Seven Sided Strike, enjoy the animation, hopefully everything explodes or run for your life until the cooldown is over.
  • Raiment: Dash dash dash, punch punch punch.
  • Generator: Punch punch punch, punch punch punch. Sometimes Cyclone Strike to gather guys in order to punch them.
Wizard:
  • Vyr: Transform into Archon, watch your weapons (Chantodo) do the work, after Archon channel stuff to get back into Archon.
  • DelRasha: Meteors, bubbles, lots of colors, is pretty cool. I like it.
Crusader:
  • Light: ~15 second cinematic for Falling Sword, land, cast hammers (Yes, you're the hammerdin). Ok no, most people don't use the FS skill.
  • Roland: Don't know. Sweep stuff or smash with shield, never played it.

Estimated GR lvl for each one

By Drak_Gaming

-After the upcoming patch-

Barb:
  • WotW: 70 | IK: 70
Demon Hunter:
  • Natalya: 67 | UE: 60+
Witch Doctor:
  • Zuni/Carnevil:65+ | Helltooth: 65+ | Arachyr: 60
Monk:
  • Uliana:65+ | Raiment: 70 |Generator: 65+
Wizard:
  • Vyr: 70 | DelRasha:65+
Crusader:
  • Seeker: 65+ | Roland: 60+

Thursday, July 9, 2015

WD getting major changes in next PTR patch + new legendaries - Diablo 3

Hi all,

I wanted to share updates on two of the sets that since 2.3 PTR launched have had significant changes - Helltooth and Spirit of Arachyr - with the goal re-aligning the discussions and theorycrafting to what the sets/playstyles might look like next PTR patch.

Firebats

The initial starting cost of 150 Mana has been removed and the channel cost has been increased from 75 to 125 Mana. Summed up, this means when you channel Firebats for less than 3 attack cycles (roughly 2-3 seconds depending on attack speed) Firebats will cost less total Mana than previously. Additionally, the time needed to fully charge up Plague Bats and Cloud of Bats has been reduced by 40%.

These changes are intended to make a channeled skill like Firebats more friendly to use in fast-paced gameplay environments where movement is important. Some of the runes will still reinforce standing still to channel the skill but will do so by granting increased damage rather than consuming all of your Mana if you have to move due to danger or other reasons.

Spirit of Arachyr

6pc bonus
Creature skills now include Locust Swarm.
Damage bonus has been increased from 500% to 800%.

These adjustments along with the Firebats changes above should sum to meaningful improvements to the build.

Helltooth Harness

2pc bonus
Grasp of the Dead now also applies Necrosis.
Necrosis now increases damage taken from all sources by 15% but the damage over time has been reduced to 1000% per second. This shifts some of the damage off relying on Wall of Death hitting as well as provides some group benefit.
6pc bonus
The damage bonus has been moved from requiring Necrosis on the enemy to be a self-buff on you. The bonus currently reads "After casting Wall of Death, you gain 300% increased damage to your primary skills, Acid Cloud, Firebats, Zombie Charger, Grasp of the Dead, Piranhas, and Wall of Death for 10 seconds. This effect stacks up to 3 times." Casting Wall of Death refreshes the duration of all existing stacks of this buff on you.

We want there to be some payoff for hitting with a challenging-to-use skill like Wall of Death but the difference between Necrosis being on the enemy or not was too large. Moving the 6pc bonus to a player buff also lets the set be more mobile.

Additionally, we are adding two weapons that synergize with this set:

1H Spear

Reduces the Mana cost of Zombie Charger by 30-40%.
Rolls with +25-30% Zombie Charger damage.

2H Staff

Acid Cloud gains the effect of the Lob Blob Bomb rune.
Rolls with +30-40% Acid Cloud damage.

These are not the only changes coming to sets but are what we wanted to share today. Thanks for all the focused feedback so far - keep it up.

Monday, July 6, 2015

[PTR] GR50 rank 172 Solo W/D Helltooth by NovaDose - Diablo 3

So this is more or less a proof of concept if anything since the PTR is, of course, subject to change; but I wanted to put it out there to get some feedback and maybe get some of your creative juices flowing. I achieved GR50 with the Helltooth set a moment ago and feel that with the right mob fishing and a few gear upgrades I could probably get this build to GR55. As far as I know this is the best Helltooth GR finish in the world and as far as I can see the other 171 people ahead of me are ALL using DoD. Feel free to skip to the end if you're not interested in the nuts and bolts.


A little background first:

Before ROS dropped I had the opportunity to set myself up with some legacy gear to have a little fun with once the patch launched. I managed to keep a 2second SOJ and a 2second Mara's for Wall of Zombies in the hopes that the [then] upcoming Zombie Wall set would be OP. So that didn't work out...but I wasn't dissuaded. Since then I've been saving the best pieces of that set that I find just in case and I think it's finally starting to pay off. All of the gear you see below is gear that I've farmed on live (except the bracers obviously) so I had a little bit of a head start. All of this gear I would consider BIS with the best feasibly possible rolls (save a few 10s or 1%s here and there...and of course a few-non ancient items). 

OK so lets jump in.

Over View:


The Skills:

In order to proc Focus and Restraint I'm using Plague of Toads/Addling Toads and Acid Cloud/Acid Rain. I'm using Addling Toads for the CC it provides and Acid Rain for AOE. I've tried using Toad Affinity instead of Addling Toads but the amount of Mana on hit you get back in relation to the number of extra Acid Clouds you can drop isn't worth it when you consider that you're sacrificing the extra CC from Addling Toads for it. Lob Blob Bomb instead of Acid Rain is viable if only to CC mobs a little more with a few extra targets. IMHO the extra AOE from Acid Rain helps out a lot more though.

Big Bad VooDoo/Slam Dance with SMK3 is a no brainer. If you can get an Obsidian Ring of the Zodiac use Rain Dance instead...more on the Obsidian Ring version of this later.

Piranhas/Piranhado is great for the Added CC. Add to that the fact that your Mimics will cast them.

Spirit Walk/Jaunt is your damage mitigation and mobility skill. You can trade this out for Hex/Angry Chicken with Manajuma's Set weapon & mojo for a very, very, VERY fast bounty clearing build

Wall of Death/Ring of Poison is your bread and butter skill. You use it to spread necrosis and to proc your 50% damage reduction from the 4 piece bonus of hell tooth. A few important notes about this skill:
  • It CANNOT crit. I believe it works like Jade in that your total Crit Chance and Crit Damage is rolled in with the damage. Could be wrong, but my initial tests point towards this. This could lead to some interesting build alternatives utilizing the Broken Promises ring...but thats for another day.
  • From what I can see the damage of Ring of Poison gets rolled into 1 tick and displayed. So for instance if the mob is standing on 3 walls of your 3 rings the damage number that pops up will be a summation of the total damage that round from each of the rings. So I think it stacks, but I would love to get some more science done here or to get someone's else data on it. If it stacks then don't bother with Broken Promises ring because they would have to walk through 5 rings before you would get your 100% CHC.
  • It can be cast DURING other skills such as Acid Rain, Addling Toads, and Piranhado
  • Finally its snapshot damage. So if you want to maximize your damage with it be sure you have F&R proc'ed before you drop your WoDs
For passives you will need blood ritual for your mana dividends; IMHO Spiritual Attunement and Vision Quest don't quite cut it. Spirit Vessel for your second change in GRifts but if you're running the Manajuma's version mentioned above use something else (experiment). Pierce the Veil and/or Gruesome Feast...your preference. Grave Injustice is a must have but I'm thinking if you are going with Obsidian Ring of the Zodiac you mght be able to drop this. I'm using all five of these passives with the 5th one on my Amulet.

Paragon:

R/W to 25% > Mana > INT
CDR > CHD > CHC > AS
Armor > Life > All Res > Regen
RCR > Area Dmg > LoH > GF

The Gear

You must have a Star Metal Kukuri. Always up BBV is key to pushing high GRifts. Rhen'Ho Flayer is great for the added CC. In my case I'm using an ancient Rhen'Ho Flayer and SMK in the cube. You could, of course do the alternate of that as long as which ever weapon you choose to keep out of the cube is the ancient one. I think BIS here would be Ancient Furnace with SMK3 OR ancient SMK with ancient Thing of the Deep and Furnace3 ...with the latter being slightly better without Obsidian Ring of the Zodiac and the former probably dominating as long as you have ORotZ. Regardless of what you use maximize for damage first, then CDR if you can.

Thing of the Deep is great when you dont have ORotZ because the Pickup Radius on it synergizes well with Grave Injustice. You are, after all, trying to stay out of the fray if you can help it so being able to benefit from the death and lower your cool downs is a ton of help. If you are going to use a source then go for CC, INT, VIT, CDR/WoD Dmg %

6 Piece Helltooth set (get life after kill everywhere that you can)
  • Helmet: INT > CHC > VIT > Socket (ORotZ should use Acid Cloud Dmg % instead of VIT)
  • Shoulders: INT > VIT > CDR > WoD Dmg %
  • Gloves: INT > CHD > CHC > CDR
  • Chest: INT > VIT > WoD Dmg % > 3 Sockets
  • Pants: INT > VIT > Armor > 2 Sockets
  • Boots: INT > VIT > Armor > All Res (ORotZ should use Acid Cloud Dmg % instead of VIT)
Focus & Restraint should both have INT > CHD > CHC > Socket.

Hellfire Amulet or Immunity Amulet with Poison Dmg % > INT > CHD > Socket.

Belt of Transcendence with INT > VIT > Armor > Life %.

Jeram's Bracers with Poison Dmg % > INT > VIT > CHC.

For your gems use Bane of the Trapped (proc'ed by the slow from Necrosis) and Gem of Efficacious Toxin for more Poison DOT. Zei's Stone would make an excellent third choice. Gogok of Swiftness could help offset CDR deficits and Taeguk could be interesting if you have Mana to spare.

The Cube:

As for the cube keep in mind that having SMK is not optional so if you're not holding it in your hands you will need to cube it. If you are holding it in your hands then cube either a Furnace or a Rhen'Ho Flayer. For your armor cube a Grin Reaper. The added CC from your Mimics really makes this build hum. Alternatively you could cube a Belt of Transcendence and wear a Witching Hour. Or perhaps even use Leorics Crown. For your jewelry Unity is imperative but if you have Obsidian Ring of the Zodiac that could be very interesting too...more on that later...

Your Follower:

Templar: Eun-Jang-Do, Freeze of Deflection, Wyrward, Dovu Energy Trap, Unity, Immortality Relic. If you're not using unity use a double AS Oculus Ring.

Play Style:

Start off by casting a few sets of Addling Toads out and 1 Acid Rain to setup your F&R. Drop your BBV and cast a series of WoDs for the baddies to walk through. When they get close, use Piranhado to pull them back and make them walk through again. Every chance you get drop more WoDs while keeping your F&R proc'ed and spamming Acid Rain. Use Acid Rain to proc Belt of Transcendence to keep your BBV up. Jaunt to escape danger.

The Dream:

So an Ancient SMK + Ancient Thing of the Deep + Furnace3 would probably be the BIS weapon setup for this. In that scenario perhaps Belt of Transcendence3 while wearing Witching Hour would slightly win out even though you would lose a ton of CC from no Addling Toads AND no Mimics (so def use Lob Blob Bomb instead of Acid Rain in this case). The only way I could see doing something like this is if you ran Obsidian Ring of the Zodiac and changed your BBV out for Rain Dance. While in the BBV you could spam Acid Rain to your hearts content, resetting Wall of Death instantly and making it spammable as well. This is all theory crafting but it sounds pretty solid to me.

So to bring it all in I can pretty comfortably do GR50 with this setup with little worry about dying. However, the damage output means that this build, in it's current state, will never compete for top tier spots. Now, if I had my dream setup above I can imagine an Infinite rain of Acid Rain and Wall of Death creating a giant kill zone. With enough WoDs stacked on top of each other I can imagine things getting melted pretty damn quickly. In it's current state, with the gear I have right now the RG is a joke at this level and takes less than a minute to drop if it has Adds. So what needs to be changed???
  • The two piece set bonus seems fine to me (please don't hurt me). I think the reason it feels so lackluster is because no one has it as a spamable skill, and everyone is relying on the 3 casts from Jeram's Bracers. I think the only way to get a good read on it though, would be with ORotZ. Lets say you cast WoD on a stationary target, 1 cast, 2, 3. Now you have X seconds before you can cast again and add more Poison Rings. Its during this cool down time that your damage suffers. Now lets say you could go 1, 2, 3, 4, 5, 6, 7, 8, 9, etc. Then it would all boil down to how many WoDs you can cast within that 5 second duration of the skill. That will determine your max damage output on a stationary target. MAYBE a 500% DMG increase to the Necrosis is in order but we will see...
  • The 4 set piece is great. BUT It needs a status tile.
  • The 6 set piece is where this set suffers the most IMHO. This should be somewhere in the neighborhood of 1k-1.5k Dmg %. With the 10 second duration of the Necrosis you have a modest window in side of which to make it rain; if you could make it rain harder during that window then this set would really come alive.
  • The deadzones on the skills are just fine, you just have to adjust.

TL;DR Helltooth is OK; 6 piece set bonus needs a buff to make it viable. Ancient SMK + Furance3, BBV Rain Dance, Obsidian Ring is probably the way to go.

Wednesday, November 5, 2014

Diablo 3 - GR Key 40+ Jade Harvester Trials Guide by Gaming Uploads

This guide shows you how to get high level keystones as a solo Jade Harvester witch doctor in diablo 3. In this guide I go over the build (spec/gear) in detail to help you get high level greater rift keys from the trials. By using my build, I have been able to get keystones 4-5 levels higher than I could obtain using a traditional Jade Harvester build. I can regularly get keystones GR 40+ up to GR 44 so far using this build.

Jade Harvester Guide.
https://www.youtube.com/watch?v=hgujF...

Advanced Gearing Guide
https://www.youtube.com/watch?v=6hLkA...

Legendary Gem Guide
https://www.youtube.com/watch?v=GEIo-...

Saturday, October 18, 2014

Diablo 3 - Jade WD GR 39 w/ Commentary by Gaming Uploads

Diablo 3 - Jade WD GR 39 w/ Commentary by Gaming Uploads


 
Hindsight is 20-20. Armchair Rifting exploits this fact by taking an in-depth look at high level greater rift runs. By talking about the greater rift run in real time, the series teaches tips and tricks on how to play a Jade Witch Doctor and a Firebird Wizard in Diablo 3.