Build example | Witch Doctor Diablo III Guide
Last update: 01 February 2017
The Witch Doctor for me is a synonym of the art of relying on forces of nature, poisons and voodoo magic, however I had no idea how to approach this character class when I was starting the game. The main reason for that is because it offers many different styles of play and all of them allow to inflict a lot of damage.
Ultimately I've decided to create a shaman that will be attacking his enemies from a distance and that will summon powerful creatures to take roles of "tanks" (it means their job is to center enemy attacks on them and to keep the monsters away from the main character). I've also been using charms whenever possible, trying to stay away from areas where main battles take place.
The build described below is a result of the tactic I've just explained. I've been using it with good result until advancing to the Hell difficulty level. At that point I was forced to make some significant changes and they're mentioned in the section about tactics on the battlefield.
Just as in other build examples, I provide suggestions not only about skills, but also about the best runes for each ability. I also say when a certain rune becomes unlocked.
Active skills
Poison Dart + Splinters (6) This is an uncomplicated, easy to use skill. I've been relying on this attack from the moment I've unlocked the first rune for it. It may seem at first glance that the recommended rune offers a low damage value, however it makes up for it with the speed of the attacks and with high precision. This makes the skill a great choice to take down enemies from a distance, even if you can't see them on the screen. You may want to consider a different combination when you advance in the game - Firebomb + Flash Fire (28). If you'd like to stay with the Poison Dart, then you should switch the suggested rune with Flaming Dart (43) as soon as the latter becomes available. | |
Firebats + Dire Bats (11) This skill uses tons of mana if it's activated without any runes. Thankfully it can change when you advance to level 11, because that's when the Firebats + Dire Bats combination becomes available and it's almost perfect. Both actions offer chances of attacking the enemies from a distance and also the main skill allows to harm the monsters that were able to get closer to the main character. The bats are much reliable than for example zombies from the Zombie Charger + Zombie Bears (54) combination, because they have a bigger range and they can be summoned much quicker. | |
Spirit Walk + Jaunt (23) This is an ideal skill to be used when you need to free yourself after being surrounded or simply when you want to move away quickly from the main battlefield. Spirit Walk saved my life on many occasions on higher difficulty levels, however I've discovered its full potential after unlocking the Healing Journey rune (53). The reason for that is because that rune makes it easy to heal in every situation and on all difficulty levels. | |
Soul Harvest + Siphon (21) From what I know this is one of Witch Doctor's skills that is a part of a great number of character builds published by other gamers. It increases the inflicted damage and it also restores a large portion of the main character's health. You can use it even when you're going against a single opponent, however it's most powerful when fighting large groups of monsters. There's only one problem about Soul Harvest - in order to fully charge this skill you must find yourself close to at least five enemy units. Such attempts may have tragic consequences if you're not careful enough, so make sure that you're surrounded by zombie dogs and other allied creatures. | |
Summon Zombie Dogs + Life Link (28) The main purpose of the zombie dogs existence is to grant the Witch Doctor enough time to kill all enemy units from a distance. That's all, but it's a strong enough reason. The dogs aren't too resistant and you might even think that this skill is totally expendable, however their objective isn't too survive, but to give you more time to perform your main attacks. This tactic is repeated in all battles and it always works. When you've advanced in the game you might consider using the suggested rune interchangeably with Leeching Beasts (54). | |
Gargantuan + Restless Giant (29) This is another creature that can be summoned and is used only for a purpose of becoming a "tank", giving you more time to use the Poison Dart or some other offensive ability. As for the Restless Giant rune, it's important, because it increases the offensive capabilities of the gargantuan. You may want to consider switching it with Bruiser (56) later in the game. |
Passive skills
Jungle Fortitude (10) This is an indispensable passive ability when using two active skills to summon allied creatures. You may consider switching this ability with Zombie Handler (24) when playing on Normal and Nightmare. After you've advanced to higher difficulty levels reducing the damage taken from enemy units will become more important than increasing health values of summoned units. | |
Spiritual Attumnemtn (13) This passive skill is very helpful when you're using skills which require a lot of mana to work, like Firebats for example. Passive energy regeneration only increases its value. I haven't changed this skill to any other throughout the entire game and I would recommend that you do the same thing. | |
Bad Medicine (20) This is a very good skill, because it reduces the strength of enemy attacks. I've been frequently switching it with Blood Ritual (20) while playing on Nightmare and I've finally changed my mind and started using the Vision Quest (40) skill when it became available to me. The reason for that change was because it was helping me in tougher battles, especially when I've activated all skills and run out of mana needed for basic offensive actions (it happens very often on Hell difficulty). |