Demon Hunter Best in Slot Gear for Diablo 3

Here are what is believed to be the Best In slot Gear, stats, for Demon Hunter in Diablo 3

BiS DH D3 Gear and Stat Priority

**An Updated guide for patch 1.0.3 with attack speed changes can be found here**

“Most of this post was taken from the D3 Forums – Originally written by Ace

Stat Priority

Critical Hit Damage -> Attack Speed -> Dexterity >/= Critical Hit % -> +Damage

 Remember, Critical Hit % caps at 100%, Movement Speed caps at 25%.  Note that, while Attack Speed yields higher DPS, Dexterity & Critical Hit % can often be more practical in Inferno mode.

Defensively, Movement Speed and Discipline seem to be the safest investment.  Knock back, Immobilize, and Chill are also very effective.

 My research revolves around the current “top damage” Demon Hunters farming Diablo on Inferno rather easily.  Now onto the list:

 **Bear in mind this list is subject to change as the game updates and new items are discovered**

 Helm:

1. Andariel’s Visage (http://us.battle.net/d3/en/item/andariels-visage)

2. Natalya’s Gaze (http://us.battle.net/d3/en/item/natalyas-gaze)

No surprise here, Andariel’s Visage provides 12-13% Attack Speed and a big chunk of Dexterity with a +3% chance to crit to boot.  On the other hand, Natalya’s Gaze (with the set bonuses) provides +7% chance to crit and a big chunk of Dexterity, with the added bonus of Discipline Regeneration which, isn’t incredibly good, but it may just help you survive those clench situations when you need that one extra Smoke Screen and Preparation is on cool down.  The chance to fear is also nice for survivability.

Shoulders:

1. (Appropriate rare)

 This one’s still up in the air for me.  As of right now there really aren’t any outstanding shoulders for Demon Hunter.  I recommend getting something with a chance to chill and Dexterity.

 Chest:

1. Natalya’s Shadow (http://us.battle.net/d3/en/item/natalyas-shadow)

2. Beckon Sail (http://us.battle.net/d3/en/item/beckon-sail)

3. The Inquisitor (http://us.battle.net/d3/en/item/the-inquisitor)

4. (Appropriate rare)

Natalya’s Shadow currently seems to be favored by most Demon Hunters.  With additional sockets one can stack loads of Dexterity into this single item, but perhaps the most appealing quality is the set bonuses.  An added bonus is the 6-7% Life and if you’re lucky, a skill boost which benefits your build.  I listed The Inquisitor because of the Dexterity and movement speed increase as well as skill boost, however, Natalya’s Shadow remains superior for DPS.  Beckon Sail is my personal favorite given the Attack Speed increase and, if you’re lucky, slots and hatred regeneration.

It has come to my attention that there are situational appropriate rares (i.e. +130 Dexterity with 2 Sockets) which yield more DPS over an item such as Natalya’s Shadow by itself, no set bonuses.  In this case, use the appropriate rare.

 Wrists:

1.  Strongarm Bracers (http://us.battle.net/d3/en/item/strongarm-bracers)

2.  Lacuni Prowlers (http://us.battle.net/d3/en/item/lacuni-prowlers)

3. (appropriate rare)

There really aren’t any outstanding wrist-slot items for Demon Hunter discovered at the moment.  Strongarm Bracers provide a nice chunk of Dexterity with a rather meager 2% to crit, however, the +3-4% to life and +1.0-5.1% chance to knockback on hit provides more survivability when clenched in Inferno. I prefer Lacuni Prowlers to the Strongarm Bracers.  12-13% Attack Speed coupled with 6-7% Movement speed increase accounts for a lot, especially when stacking Attack Speed.  There are, in fact, appropriate rares which yield more DPS over Strongarm Bracers, but likely lack Knockback.  The choice is yours.

 Gloves:

1. (Appropriate rare)

Not really too much available at the moment.  Most people find more success in using an appropriate Rare here, i.e. something with Critical Hit Damage and Dexterity.

 Waist:

1. (Appropriate rare)

2. Inna’s Blessing (http://us.battle.net/d3/en/item/innas-blessing)

3. The Witching Hour (http://us.battle.net/d3/en/item/the-witching-hour)

Try for Knockback or Crit % with Dexterity on your appropriate rare.  Another option is Inna’s Blessing with a good roll, on the condition that you’re also using Inna’s Glory (Legs) granting you a 2-piece set bonus of +130 Dexterity. The Witching Hour doesn’t seem considerable at first look, given the level and Intelligence; but, 10-12% Critical Hit Damage, Attack Speed, and a beneficial set of random magic properties roll make this belt viable.

 Legs:

1.  Inna’s Glory (http://us.battle.net/d3/en/item/innas-glory)

2.  (Appropriate rare)

Inna’s Glory while lacking the appropriate Dexterity for Demon Hunter provides 14-15% Attack Speed, 6-7% Movement speed, and an extra +1.0% chance to crit.  If you can manage it, you can also get away with the two-piece set bonus of +130 Dexterity.  I left room for an appropriate rare simply because you never know so early in the game.

 Boots

1. Natalya’s Soul (http://us.battle.net/d3/en/item/natalyas-soul)

2. Asheara’s Lock (http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-lock)

3. Boj Anglers (http://us.battle.net/d3/en/item/boj-anglers)

4. Zunimassa’s Journey (http://us.battle.net/d3/en/item/zunimassas-journey)

5. (appropriate rare)

You can go a lot of different directions with boots.  Natalya’s Soul will give you your set bonuses and some movement speed increase, but is a bit lacking in the stats department; just bear in mind what you’re getting and weigh it accordingly.  Asheara’s Lock, while being a level 52 item, provides a nice chunk of Dexterity (less than your Natalya’s set bonus mind you) with the added bonus of 14-15% Attack Speed.  A lot of people may wonder why I listed the Boj Anglers and it ain’t just cause I’m from the South.  Conditionally these little level 39 boots give you, if you’re lucky, a decent amount of Dexterity coupled with 10-11% movement speed and 12-13% Attack Speed.  You take a little bit of a DPS loss, but get the best of both worlds.  They’re also pretty cheap.  I recently added Zunimassa’s Journey as a viable best in slot, as it yields 5-6% poison damage, Attack Speed, and Movement Speed.  If you’re lucky, you can also find a pair with Immobilize making these boots a reasonable choice.

Amulet:

1. Ouroboros (http://us.battle.net/d3/en/item/ouroboros)

2. The Flavor of Time (http://us.battle.net/d3/en/item/the-flavor-of-time)

3. (appropriate rare)

Unfortunately, this seems to be a bit of a hot item.  Ouroboros gives you a significant amount of Dexterity and a big chunk of critical hit chance, but if you’re incredibly lucky or wealthy, you can find one with Critical Hit Damage.  The “each hit to life” isn’t too shabby either, considering most of us use Nether Tentacles anyway. The Flavor of Time is superior to an Ouroboros without Critical Hit Damage due to the Attack Speed and Movement Speed as well as additional lucky beneficiary rolls.  Another alternative is an appropriate rare.

Rings

1. Skull Grasp (http://us.battle.net/d3/en/item/skull-grasp)

2. Natalya’s Mark (http://us.battle.net/d3/en/item/natalyas-mark)

3. Hierophant’s Seal (http://us.battle.net/d3/en/item/hierophants-seal)

4. Eternal Union (http://us.battle.net/d3/en/item/eternal-union)

Skull Grasp is a very nasty ring.  A little raw damage, 4% to critical hit, 3-4% damage to elites, and a nice chunk of Dexterity makes for a great stat booster.  Natalya’s Mark, however, tops it.  With 14-15% Attack Speed, a lot of Dexterity, and set bonuses, this one’s a must have.  Hierophant’s Seal is still viable with 12-13% Attack Speed and +5-12% damage to demons (**Ahem**.. Diablo.) Eternal Union is also a viable choice with a lucky roll, as these rings can yield a high Dexterity bonus with Attack Speed.

 Weapons:

1.  (Appropriate rare)

Most Demon Hunters use 2H Crossbows at the moment.  Find something with 1,400+ DPS and (if you can) Critical Hit Damage or Attack Speed.  Voilà, things die easier.  As obvious as these sounds, this is without a doubt your most important equipment slot.  No other item will provide nearly as significant a DPS upgrade as your weapon, so prioritizing this is a must.

HINT: If you’re having difficulty killing Elite packs, Rares, and/or Bosses on Inferno mode, consider taking the time to upgrade your weapon.  It may save you a lot of time and frustration.

Quiver:

1. Dead Man’s Legacy (http://us.battle.net/d3/en/item/dead-mans-legacy)

2. (Appropriate rare)

 Dead Man’s Legacy is without a doubt the best in slot quiver for Demon Hunter.  With Dexterity, Attack Speed, Hatred Regeneration, and a lucky magic roll (preferably Hungering Arrow) this quiver is downright godly.

0
Digg Digg

Diablo 3 Patch Notes 1.0.3 – Design and Gameplay Improvements

The Diablo 3 upcoming patch 1.0.3 notes have been released by blizzard today. The patch should be out in 2-3 weeks in all goes well. Here are the most up to date improvements coming to D3!
Making Inferno Better

The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up in Inferno, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below.
Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Inferno Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a “top-tier” upgrade, rather than fight hordes of monsters in Inferno Act I.
We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I than 3 minute cat-and-mouse in Act IV, we’d like you to be able to do that and know you can still find the best items in the game.

Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:

Item Drop Rate Percents

- iLvl 61 – 9% @ Hell Act 3/4 – 18% @ Inferno Act 1 – 19% @ Inferno Act 2 – 24% @ Inferno Act3/4
-iLvl 62 – 2% @ Hell Act 3/4 – 8% @ Inferno Act 1 – 12% @ Inferno Act 2 – 16% @ Inferno Act3/4
-iLvl 63 – 0% @ Hell Act3/4 – 2% @ Inferno Act 1 – 2% @ Inferno Act 2 – 4% – 8% @ Inferno Act3/4

Legendary Items will be Better in Future Patch

As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.

The Nephalem Difference

It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss.
To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it’s just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.

Group Play Changes

We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends.
In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.

Inferno Getting Easier

Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place.
Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.

Repair Costs Going Up Significantly

Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended game play – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness).

Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values.
In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.

Attack Speed Changes

We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options.
There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing.
We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.

Gem Combining Costs Lowered

Upgrading gems is now possible for very little gold, I’m not going to post the values, but the most it costs is 100 gold and 2 tomes for Flawless Square gems, which is down from the previous value of 20k gold! (Also only takes 2 squares from 3).
Class Changes – Not a Big Focus for 1.0.3 Patch
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
Is that it?!?
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!

All Questions were answered by Wyatt Cheng who is a Senior Game Designer for Diablo III.

How to know if A Diablo 3 Item is worth selling on the Auction House

A extremely difficult thing to do in Diablo 3 is to learn the market, aka Auction House.

The game of Diablo 3 is so new that most prices have not stabilized yet, hence, the market is fluctuating and constantly dropping for mediocre or mid/low level legendary gear. (6-5-12 is the date of this posting

In this article I will tell you a few tips on how to tell if a piece of gear is any good! I am still not a pro at the market, but when I see an item I usually can tell after 5 seconds of looking at it if it’s going to be used, sold(vendored), or thrown on the Auction House.

 

Nerd Tip # 1Don’t try to learn the entire market! Learn your class and the gear you are using, this will naturally allow you to learn the market of the gear set you use, and as you browse the auction house at level 60, you will see, and learn, what the max stats are for the stats you need on certain pieces of gear.  This will then roll over into other gear sets because it all uses the same formulas.

Nerd Tip # 2 - Wasted stats! Does the item you want to sell have wasted stats? What are wasted stats you ask? Let me give you an example.  If you find a level 60 belt, and it has, 150 strength, 100 vitality, +88 life on hit, a socket, and + 120 dex.  First thing to see is that it would be best for a barbarian, a monk or demon hunter could use it, but the wasted stat would be the +120 dex because it doesn’t benefit the barb as well as another stat.  So for this item I would rate it 8/10, if it had a better stat, say +5% life instead of dex, it would be 9/10.  This is just an example but you see where I am going.  People who are paying millions of gold are looking for improvements on their gear, and while this is a good belt, it isn’t worth dropping millions on, because it has the unwanted stat of dex, and will soon be replaced again by the buyer.

Nerd Tip # 3Weapons! Weapons are slightly different, but not really.  Weapon’s main stat is obviously the DPS(damage per second), but always take into account that IAS(increased attack speed), an open socket, or similar stats increase DPS too!So while say a Demon Hunter bow that has 1000 dmg and +20 ias with an open socket seems inferior to an 1100 bow with not as much IAS and no socket, you may actually LOSE DPS with the 1100 because of the stats.

Here an example price range, to demonstrate how at the higher level, a few stats mean the difference from 1 million and 15 million on the auction house.

500-700 blue bow – Average price 20-50k

700-800 rare bow – 650-1 million

800-1000 rare bow – 1 million to 2 million

1000-1050 rare bow -  2-5 million

1050-1200 rare / blue bow – 2.5 – 25 million (WOAH bro!)

It can go higher than this, but that is just an example of how much it jumps at the higher levels when people are trying to maximize their damage output.  A wasted stat on a 1200 dps bow could mean the difference from 2 million to 25 million.

Nerd Tip # 4Legendary rolls and how to price them!  Legendary items can be tricky to price, but if you study the item for about 5 minutes you can understand how much it’s worth.  I’ll give you an example.

String of Ears- This is one of the best barb belts, and I recently purchased one , but spent 45 minutes studying the auction house pages (40+ page of them) and after I learned what made the belt expensive, I knew what I was looking for.  As a barb I wanted strength, vitality, good+ life on hit, and 18-20% dmg reduction(20 being perfect).  I saw that the near perfect ones were 25 million, but low end ones were 1 million.   I had a price range of 3 million.   I looked at over 150 different belts, comparing stats, but i would just mouse over them looking for 1 thing that was the deal breaker that I didn’t , or did want that belt to have, DMG reduction, if it was 17% or less, i moved on, if it didn’t have strength and vitality, I moved on.  Finally I found one with 60 strength 30 vitality and 18% dmg reduction for 2 million.  I remembered what page it was on, doubled checked a few more belts, and decided on it.  I am glad I did, but the research I did was totally worth it because if not I would just want to upgrade it later on, and would have a hard time trying to sell a crappy rolled one that i “settled on”.  I can now flip this belt for maybe 3 million, and then use that to upgrade and do the same process for a slight upgrade.

The same wall of text explanation I just gave you above can relate to any other legendary that you are trying to sell, or buy.  I hope this was all atleast semi-helpful, to the new players atleast, because almost every day a friend or two asks me if this is worth something, so I figured their were others out there that could use a Price Guide 101 read!

Be easy my fellow nerds ! EZ PZ! -  Your Nerd Brother, Boot Danger

 

The Tank Barbarian Build for Inferno Farming in Diablo 3

Inferno currently is extremely hard for barbarians, mainly because they are the most gear dependant class in the game, it won’t be a huge issue in the future, but for now it basically means we are stuck with this Tank Barbarian Build, which farms inferno great, but isn’t the most fun.

Here is an awesome post which I found on the Diablo 3 forums by Zrave

Tank Barbarian:

us.battle.net/d3/en/calculator/barbarian#WVSRXk!beV!accZac

This build is very versatile. It can kill most elite packs, all bosses, and skip through zones. It’s designed to get 5 stacks of Nephalem Valor, reach bosses and then kill them for the bonus loot.

Frenzy(Sidearm): I brought this skill because I wanted to have good single target damage for boss encounters. The Sidearm rune was chosen because it has the highest single target dps (considerably higher than Maniac in this build), while simultaneously providing a little bit of aoe damage, since the thrown axes can hit multiple enemies.

Revenge(Provocation): This skill provides the staying power when you’re fighting groups of enemies. I chose the Provocation rune to make the heal consistent, which is important because this build depends on it to stay alive.

Ignore Pain(Iron Hide): An amazing panic button, it has saved my life more times than I can count. It has a decent duration and short enough cooldown that I can depend on it to get me out of tricky situations, such as getting frozen on top of aoe damage. Also, for especially challenging encounters, you can dps while it’s up and kite while it refreshes.

Leap/Iron Impact: Leap is a fantastic skill. It gives the build much needed mobility since you’ll often be blocked by groups of enemies. Furthermore, the Iron Impact rune allows you to rotate defensive cooldowns (Leap/Ignore Pain/Leap). With my gear, the 300% armor increase means I take 60% less damage!

War Cry(Impunity): This is here mostly for the Impunity rune, since I stack resists and adding 50% to that is very effective. With my current gear, having this shout up reduces incoming damage by 33%!

Furious Charge(Dreadnought): This skill has two purposes. First, it complements the mobility provided by Leap, and if you use both in succession it is possible to deaggro packs that are chasing you. The second purpose is for the heal, which can be used as a backup if you get unlucky with Revenge, and also for miscellaneous healing when you are trying to kite and not enough enemies are around you for a Revenge heal.

Passives: Nerves of Steel, Tough as Nails, Superstition.

I chose the three passives that further reduce incoming damage. I highly recommend the first two.

The idea of this build is to maximize effective health, and then take advantage of the percentage based heals from Revenge and Furious Charge becoming large compared to the incoming hits.

When fighting challenging enemies relative to your gear, I find it most effective to do damage while rotating Leap/Ignore Pain/Leap and then kiting with Furious charge until I can do it again.

I’ve made a series of videos showcasing the gameplay and my farming route for each Act:

Act 1: www.youtube.com/watch?v=H9U8YkFJLb0

Act 2: www.youtube.com/watch?v=3Ygb4NS4JXw

Act 3: www.youtube.com/watch?v=Ak6mhFXmDSc

Act 4: www.youtube.com/watch?v=XSxwug0mkdg

Whimsyshire: coming soon!

I’ve also used this build to solo diablo, but I did it in over 30 minutes so I couldn’t take advantage of my 5 stacks of Nephalem Valor :(

The downside of this build is that the dps is very low. I make up for this whenever I can by farming with npc assistance, but I expect to be able to increase the offensive aspect as I get more gear. Once I can kill act 4 elite packs without dying too much, I’ll transition into offensive stats while keeping survivability constant.

Stat Priority:

Resist All
Vitality
% Life
Life on hit (in the hundreds)
Armor
Physical or Fire Resistance (Desecrate, Molten, Fire Chains are all fire and problematic)
Strength
Life regeneration (Always nice for when you’re kiting, especially during boss fights)

Furthermore it’s important to maximize your block chance. I currently have 49% with a Storm shield, Justice Lantern, and Helm of Command, but I realize that not everyone will have access to that. Block % is the most important statistic on your shield and often overlooked. Also, try to have at least 3k blocked amount, which can outright negate most hits if you have high armor and resists.

Other desireable legendaries are the String of Ears belt to reduce melee damage taken (as high percentage as you can afford each point is better than the previous one), and the Band of Fallen Heroes has nice Vitality and Resist all on a ring slot.

Bring the Enchantress companion for her Powered Armor buff, it makes a huge difference. I also currently spec mine with Charm, Erosion, and Mass Control. Since I can’t outfit her to do acceptable dps just yet (I expect it to be possible at some point since she gets a 2.5 multiplier on intelligence from items), I gave her a staff with a % chance to stun enemies.

Hope this helps! Feel free to ask questions

EDIT: I wanted to mention a trick I discovered:

By using Furious Charge or Leap at the correct time, it’s possible to avoid getting frozen. You still take damage, but it can be a lifesaver.

Demonstration: www.youtube.com/watch?v=jX-0i91C-VM

How to Solo Inferno as a Witch Doctor Guide By Hesterry

Here is a great high quality post written by Hesterry which I found on the Diablo 3 forums, explaining in detail how to pwn noob inferno monsters with ease.

It’s a great guide and all the comments have been positive so I picked this one to be the main Witch Doctor Guide for TLN!

 

The Purpose of This Guide

While I could write a guide on how to magic find effectively, blah blah blah… I’m going to avoid doing that, as I’m sure there are already tons of such guides that are better than I could write. Instead I’m going to focus on progression – how to get to Act 4 as quickly as possible. Therefore, I will talk very little on the concept of MF, how to fight elite packs (as they can be run past), and so on.

Why not just farm as you go, or farm the easier/earlier acts/bosses? Interestingly, this has the same answer as why you would want to farm such things – the loot. Blizzard has stated that each subsequent act has a higher tier of loot. In other words, Act 4 Inferno has better loot than acts one, two, or three inferno. So, by getting to Act 4, and learning to farm it somewhat efficiently, you will be getting better, more valuable loot than you would by farming the earlier acts.

Thus, progression in inferno > farming – at least until you hit Act 3 or 4, with very few exceptions.

Notes on Builds and Gear

First of all, let me state that much of this guide I didn’t think up entirely on my own – some of it I have, but much of this is just a compilation of other people’s information. As such, I’ll try to give credit where it is due, but I apologize if I miss some people.

With every Act/Boss, I’ll post an optimized build, and in some cases, and optimized gear set, or at least recommended stats. Of course, going with a build you’re comfortable with is almost always more important than following other people’s recommendations. That said, I highly recommend you try it if you’re having difficulty. I also highly recommend changing builds as needed, and totally ignoring the Nephalem Buff until you get to the act you want to farm. Again, progression first, farming later!

Also note that most of my builds are a Splinter/Kiting build that I discovered thanks to Spellful. For more information on how to use this build, go here:

http://us.battle.net/d3/en/forum/topic/5271599319

Last, until you get to Act 3 with the stats I recommend for it, spend all of your gold on gear. The increase in income from Act 1 to Act 3 or 4 through selling loot on the auction house is tremendous, but you need the gear to clear the later acts even close to efficiently. Sitting on a million gold does nothing for you – spending it on gear lets you get more gold faster in the long run. Don’t save unless you have to for a specific piece of gear!

Mercenary

I’ve tried all of the mercenaries, and here is what I’ve found…

Scoundrel doesn’t do anything worthwhile, not even going to go there…

Enchantress seemed like a good choice for a while. However, after some time I noticed that she actually polymorphed me. At first, this seemed hilarious – until it got me killed on an elite pack in act 2. Sacked her and settled again on…

The Templar! With decent gear, he can actually take some hits. Additionally, his stun is useful against a number of monsters (Worms, soul lashers, phase beasts etc), particularly when coupled with Hex and other CC. His heals aren’t bad either. Sure, he’ll die, but he’s better than the other choices, in my opinion. For his abilities, I go Heal, Loyalty, Charge, Guardian. My templar currently has 47k HP, 2300 Armor, and 1260 Damage

General Witch Doctor Notes

Spirit Walk – It may not have been apparent in lower difficulties or Inferno Act 1, but it’s important to know the weakness of this ability. When you pop Spirit Walk, a dummy spawns in your place. Sometimes (but not always) monsters will go for it. If it dies (and it dies pretty fast) you immediately come out of invulnerability. Against AoEs, this can make Spirit Walk totally useless. Always, ALWAYS, try to move away before Spirit Walk, or pop it early enough that you can make an escape before it gets damaged – for example, against desecrate+jail, pop it after being jailed, BEFORE being desecrated.

Wall of Zombies – First and foremost, always use this ability with Relentless Grip. The slow will keep enemies from running right past it. Also, it does MASSIVE damage if placed directly on an enemy – literally doubling your dps – which can be amazingly useful on slower bosses, such as Ghom and Azmodan. I’ve found that the best way to use this is to kite monsters (even elites!) to a choke, slow with Grasp of the Dead, then drop a wall directly on the front-most monster as they’re about to leave Grasp. Also, be aware that some particularly large/hovering monsters can walk over it – this includes many (but not all) bosses.

—————————————–
Act 1

Recommended Builds

Splinters with 1-Hander+Mojo and attack speed items

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRX!XbW!aacZab

VQ Bears with slow 2-Hander

http://us.battle.net/d3/en/calculator/witch-doctor#fUkXdT!cZU!cZZbZY

Recommended Stats

Damage: 10,000
Health: 30,000
Armor: 2000
Resists: 120

—————————————–

Getting to the Butcher should be fairly easy with either of the above builds, provided your stats are reasonable. In fact, it should be so easy, there is very little I can say. However, understand that if going from Hell Act 4 to Inferno Act 1 is roughly a 20% increase in difficulty, going from Inferno Act 1 to Act 2 is going to be a 50% increase. Arbitrary numbers, but the concept is what’s important.

What this means is, unless you have about a million gold, or a million and a half, on hand to spend on gear upgrades, expect to farm up a fair bit of gold in Act 1. This is the only time I’ll tell you to go out of your way to farm. The way I did this was by starting at Quest 3 Part 2 (Northwest Gate) and clearing everything to Leoric, killing him, then resetting. This can be done with worse than recommended stats, so if your stats don’t meet this requirement, farm Leoric as I’ve recommended, or farm Heart of Sin+Azmodan in Hell Act 3.

As a point of reference, I spend about a week in Act 1 Inferno, even though I had killed the Butcher about three days in.

—————————————–

Leoric

Leoric is a joke, really. Just avoid his attacks, and pay attention to when he goes invisible/ethereal. If you’re moving when he does this, chances are he’s not going to hit you. Even if he does, as long as you have the recommended gear, he shouldn’t one-shot you.

For a faster clear with the Splinter Build, I highly recommend dropping Horrify for Soul Harvest+Siphon, and Hex for Haunt+Resentful Spirit. Note that you can burn your mana out really fast with Haunt, so only use it when it’s needed – don’t spam it for the Resentful Spirit damage!

If you’re going VQ Bears, Just be precise in your positioning/range, so he can’t randomly turn around and bash your face in with the scary mace.

—————————————–

The Butcher

Recommended Builds

Splinter Variation

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRe!XVW!aacZaZ

VQ Bears Variation

http://us.battle.net/d3/en/calculator/witch-doctor#fUkPQT!cZU!cZZbZY

Recommended Stats

Damage: 15,000
Health: 40.000
Armor: 2000
Resists: 150

The Butcher can be a tad tricky due to his enrage timer when he sets everything on fire – thus I recommend higher damage. The above stats should suffice if you are aggressive enough with your attacks. If you’re still having trouble, shoot for 18-20k damage. Note that VQ Bear damage will be somewhat lower than Splinters due to Pierce the Veil – this is normal, and shouldn’t be a problem, as bears get a higher damage coefficient, and multiple bears should be hitting The Butcher anyway (since he’s so damn fat).

Strategy wise, he’s quite easy. He has five main abilities:

Charge – He’ll rear up and shoot out a red line. Note that with the way Spirit Walk works, you won’t be saved by it unless you run into him, or manage to get out of the way with the movement speed boost it gives.

Rake – He shoots out a cone of bladed chains. This ability often follows his charge, and sometimes his ground slam – rarely other abilities. The only way to practically avoid this is to back up right as he’s using another ability, then move back in afterwards. This can provide some issues if you’re using VQ bears, but your mitigation should be so high from passives, armor, and resists, it shouldn’t be too much of a problem.

Ground Slam – Broadcasted by him bouncing up and down. Incredibly easy to avoid, and gives an amazing opportunity to get some damage in.

Hook Shot – Broadcasted by him pointing in a direction with his cleaver. Another fairly easy dodge, though the hitbox can be fairly large, and with server lag, it can grab you when it shouldn’t. If he does grab you, pop Spirit Walk to avoid his followup attack.

Fire – Technically this isn’t his ability, it’s an environmental one of the arena he’s fought in. This does no damage to him, but it will absolutely destroy you. Just look for a panel on the ground turning red, and avoid it. Pay particularly close attention if he’s standing in it. If he pulls you into the fire, you’re probably dead – Spirit Walk will NOT save you!

If you avoid most of his abilities, dps at every opportunity, and use the healing well efficiently, he should be fairly easy. Expect at least a few attempts in order to get an idea for his enrage timer.

Random Tip: Wall of Zombies will stop his charge. If you see him about to charge, pop a wall and continue your damage!

Act 2

Recommended Builds

Splinters with 1-Hander+Mojo and attack speed items

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRX!XVW!aacZab

Recommended Stats

Damage: 20,000
Health: 35,000
Armor: 2000
Resists: 200

—————————————–

Act 2 is hell on wheels – almost literally. Almost everything moves extremely fast, doing ridiculous amounts of damage. Unfortunately, this makes VQ Bears highly impractical. The wasps alone will make it a nightmare to try to kills things – the bears’ range is simply too low, and the casting delay from using a slower weapon makes it impossible to dodge. Thus, I highly recommend using the splinter build.

Using splinters, however, should make the act pretty darn easy. Slow, perhaps, but easy. Everything should be killable, and you should be able to take a few hits here and there, dramatically reducing your number of deaths. Stutter step to victory!

—————————————–

Maghda

I’m not even going to bother going into a build/stats or her abilities and such – this boss is far too easy to bother. Save your CCs for the minions she spawns, and avoid her flies and such. The only reasons you should ever die to her are: a) Extreme lag, or b) Blatant human error.

—————————————–

Zoltun Kulle

He’s fairly easy, although I admit it did take me a few tries. His abilities are as follows:

Minions – He has two, but they’re fairly squishy if you’re soloing. Kite them, trash them, move on.

Slow – He occasionally drops a bubble that slows you if you’re inside it. Never, ever stand in it. If he tosses a fire ball or drops rocks on you, you won’t be able to get out in time.

Falling Rocks – Occasionally he’ll drop some rocks on you from the ceiling. This is broadcasted by the screen rumbling for a moment before they begin to fall. If you aren’t already on the move, this can be tricky to dodge.

Fire Ball – Broadcasted by a shout and burning sound. A fairly easy dodge if you remain moving. It does move kind of fast, but he’s always seeming to shoot it exactly where you’re standing – not a whole lot of motion prediction going on.

Tornadoes – These are again more of an environmental effect, and they just pop up randomly in the arena. They move slowly, but do a ton of damage. Just be wary as you kite around the ring.

His abilities to tend to move quickly, but he doesn’t really try to predict your movements. Never, stop, moving.

If you’re absolutely desperate, it’s possible to trap him on one end of the invisible bridge in the middle (the one going diagonally from top-left to bottom-right) and kill him Mephisto style by darting him to death from the other side. If he’s stuck this way, he won’t use any of his abilities.

—————————————–

Belial

Recommended Builds

Splinters

http://us.battle.net/d3/en/calculator/witch-doctor#aZUdQP!YWV!aaZYbb

Recommended Stats

Damage: 25,000
Health: +40,000
Armor: 2000
Resists: 220

I used this video guide (to an extent) to fight Belial, and I highly recommend all witch doctor’s try it.

http://www.youtube.com/watch?v=44PSy_W40pM&feature=related

It shortens attempt time by making the first two phases end in about a minute total, allowing the player to focus on the third, harder phase.

Phase One – Snakes

About two dozen serpents spawn in small groups. Kill them all via kiting. Should be fairly easy. If you’re using the recommended build, do not waste CDs or Spirit Vessel, and do not pick up any health orbs just yet. Also, attempt to get five stacks on Soul Harvest if you can.

Phase Two – Mini Belial

Belial comes off his platform and attempts to kill you himself. Initially he’ll reposition by dashing around, then he’ll settle for a bit. He then will occasionally dash to you and hit you for massive damage. If you have the stats I recommend, this should not one-shot you. After about 20 seconds, he’ll step back and shoot three green circles at you. They move slowly, but they will probably one-shot you, and the middle of the three circles will always be centered on you when he fires them. After 30 seconds or so, he starts spawning more snakes, and you have to fight both him and his minions at the same time. Once he gets to 20%, he enters Phase Three

If you’re using the recommended build, grab any health orbs you can as he’s positioning, then blow your cooldowns. If done correctly, with reasonable stacks of Soul Harvest and Gruesome Feast, you should be able to get him to 20% before he starts spawning snakes. Should you not have enough damage to do so, attempt to continue to focus him, while Ccing/kiting the snakes. Avoid fighting the snakes as much as possible, as this will only extend the fight, and increase the odds of making a mistake and dying.

Phase Three – True Form Belial

This is where most of your attempts will probably fail. Don’t despair! Keep trying! He has three main abilities. I recommend positioning yourself in the lower/lower-right section of the arena. Know that ALL of his abilities one-shot

Ground Slam – This should be the only thing you die to, barring extreme lag or really, really poor luck. He’ll rear up, and a green circle will appear on the ground. These attacks vary in form, as do the hit boxes. Never, ever try to make a “clean,” or “efficient” dodge during this phase. Always run further than you need to, and be careful not to get cornered. Note that these attacks often happen in sets of three and two (a three hit combo, then two random hits) before he switches to another attack. The type of attack can also sometimes be influenced by your positioning. For example, if you position closer to him, he’ll quite often do a straight down attack, where he pierces the ground with his claw – thus having a much smaller hit box. However, I’ve found it best to simply run small arcs around the lower section of the arena, somewhere in the middle, between him and the outer edge – not getting too close or too far. Do not attempt to attack him during this type of attack. Between lag and what not, you will probably get hit and die

Breath – While this is broadcast by him rearing up, it’s often too late to avoid by then if you aren’t already moving. However, this is an easy one to dodge, as it only comes immediately after a Ground Slam sequence. Simply position yourself in the lower-right corner and it won’t hit you. Note that if you’re terribly unlucky, he’ll block the lower-right corner instead of the upper-left as he’s supposed to, and you won’t be able to take cover. Once positioned, this is a good chance to attack.

Bombing – This attack often comes immediately after a breath attack, but not always. He’ll stick both of his hands in the ground, and green circles will start popping up everywhere, and explode a second or two later. Avoid, and attack whenever you get the chance. While your avoiding, know that the moment a circle explodes, it can usually be walked on – even if there appears to be an explosion animation going on. For better dodging, try to memorize the order in which nearby circles pop up. If you get boxed in, it’s good to know which are about to explode. Unfortunately, there is a rather severe bug that plagues this ability – invisible bombs. Occasionally, you’ll think you’re safe, but you’ll suddenly explode. If this happens more than once, leave the game and remake to get on a new server. It’s unfortunate, but that’s all you can do.

Honestly, Belial took me six hours, or about fifty attempts. Lag, even in small amounts, got me killed constantly. I’d attempt to dodge a ground slam, but the server would consider me underneath the attack, even when on my screen I was quite far away. Coupled with invisible bombs and the occasional human error, it was not a pleasant experience. It seems luck is required to some extent (or a lot of perseverance, in my case :P ). A few tips though…

-Again, dodge his ground attacks by running as far as possible. Avoid running into a corner where he can box you in.
-Dodge carefully during his bomb attacks. Make sure you’re standing just a little bit further away from the circles than you need to be. Again, avoid corners.
-Try to save Spirit Walk for his ground slam attacks – you want to keep Spirit Vessel off cooldown for as long as possible.
-NEVER try to hard-dps using cooldowns. Dodging > damage always
-His opening attack sequence is almost always three attacks plus two, breath, then bombs. Note that this sequence can vary, so don’t rely on it to much. After his first bombing, he can do ground slam -> breath -> ground slam again, so immediately prep for dodging ground slam again after a breath attack, and don’t start hitting him until you know his going into a bomb attack.

Act 3

Recommended Builds

Splinters

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRX!XVW!aaaZab

OR for dealing with packs of Fallen…

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRh!XVW!aaaZac

Recommended Stats

Damage: 28,000
Health: 40,000-45,000
Armor: 2200-2500
Resists: 250

—————————————–

The jump in difficulty from Act 2 to 3 is significantly less than Act 1 to 2, with a few exceptions. Most notable of which are the elite packs. At this point, some of them are so difficult/impossible to fight, that you either have to reset the map by leaving/rejoining, kite them to a corner and die, or run past them. Only about half of these packs will be killable within a reasonable amount of time. You’ll learn very quickly what you can and cannot kill – use your judgment for each fight. Is it easy to kite? Does it have ranged? Is it plagued? Teleport? Fast? All things you should take into consideration before deciding to fight or skip a pack. Don’t feel bad about skipping things! If you want to farm elites, you can do it later – for now, it’s best to get to Act 4 as quickly as possible.

It’s also worth noting that trash mobs drop some pretty good loot at this point. Check the value of everything that seems like it could be worth some money. I skipped about half of Act 3 (in terms of elites), but still made about a million and a half gold in the day I spend doing the act – almost all of which came from random monsters.

Another exception in terms of difficulty are Soul Lashers – the monsters that slap you about with their tongues. As far as I can tell, this will always one-shot you. Spirit Vessel will help with this, but you still must learn to fight them, and fortunately, they usually come as individuals – not in packs.

The best way of fighting them is either to let the templar charge them for a stun, and have hex out while he does so. The lasher will get stunned, then polymorphed. Provided your damage is reasonably good, you should be able to kill the lasher before it gets out of CC. Optionally, you can spirit walk up, hex, and shoot them to death. Notice that I now recommend Jaunt on Spirit Walk instead of Healing Journey – this is one of the reasons why.

A third option is available, but it requires the right situation. The range of their tongue is actually a fair bit shorter than the screen. Provided you see them coming from afar, you can slow them and shoot them before they get in range. However, more often then not, they are on top of me before I can slow them.

Yet another exception are Phase Beasts. Treat these much like Soul Lashers, except that these don’t have range. They also typically don’t teleport more than once every five or ten seconds. Once the teleport, drop a wall DIRECTLY on top of them to trap them, pop hex a second or two later, all the while shooting them. In emergencies (or when dealing with multiples), Horrify with Face of Death is quite handy.

Also, there tends to be a lot of ranged in Act 3, from quill beasts to archers. The best way to deal with them is to poke your head out from behind a corner, drop a wall, shoot a few times, and hide. Repeat as needed. Note that quill beasts have fairly short range, and can be killed from off-screen fairly easy. Archers have longer range, but their projectiles are very slow.

—————————————–

Ghom

Lolreally?

Ghom is the easiest boss you will ever fight. Just dodge the gas, kiting in large circles around the edge of the arena whenever possible, slowing the slimes whenever needed. Generally you can ignore them, and they’ll slowly die to your grasps/walls. For a faster kill, drop Horrify for Soul Harvest and Hex (you really shouldn’t need the heal sustain, as you should never get hit) for Haunt with Resentful Spirit. Keep in mind that Haunt burns mana fast, so don’t use it unless the previous cast has run out.

—————————————–

The Siegebreaker

Another easy boss. Keep Hex if you feel like it, dropping Horrify for Haunt again. He really only has four attacks, only two of which should matter.

Big Charge – This is the one he broadcasts by stomping the ground a few times, then rearing up facing the direction he will charge. Pay attention and dodging should be easy, even if you have to use Spirit Walk

Mini Charge – Similar to the other one, except much more sudden. He won’t stop about, he’ll just rear up and charge. This will kill you if you aren’t keeping a close eye on him.

Ground Slam – Largely irrelevant, as you should never be close enough to him for this to hit you.

Claw Attack – Same as Ground Slam. Worth noting that the hit box for this is really tiny – it shouldn’t hit you unless you balls up badly.

Again, Wall of Zombies will stop his charges, and there are a number of terrain features (namely rocks on the left side of the arena) that you can hide behind which also stop his charges. Really though, if you just keep him on the edge of your screen while running circles around him, he should be cake, as none of his abilities will be capable of hitting you.

—————————————–

Cydaea

Recommended Build

Splinter Variation

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRd!XVW!aaaZaZ

Yet another easy boss. Keep hex for a touch of sustain against her ranged attacks, and take Siphon over Horrify to make the fight faster.

Poison Darts – She’ll periodically shoot out four poison darts in somewhat random directions, though oriented towards you. These are somewhat dodgeable as long as you remain moving, but they shouldn’t one-shot you either. After two or three volleys, she’ll use her web ability

Web – Just a slow that she places underneath you. Doesn’t do damage, just a little annoying at times. Walk off it and continue fighting!

Spider Pit – Occasionally she’ll shoot out little green pits that spawn spiders. These also spawn on their own. They spawn slow moving (but one-shotting!) small spiders for a little while, then disappear. I find it best to ignore these spiders, occasionally Spirit Walking into them for Soul Harvest. Once there’s a good 30 of them on the screen, kill them with grasp+wall. Though, if you wait long enough, the spiders will disappear on their own eventually.

Basically just kite around the spiders, shooting Cydaea whenever you can. Keep Hex up for the heal, as you will inevitably get hit by the darts. Otherwise, this plays much like Ghom, and should be fairly easy.

—————————————–

Azmodan

Same build as usual, just dropping Horrify for Haunt once again. However, your gear will need a bit of work. It is absolutely mandatory that you have 12% movement speed on your boots. I also highly recommend buying Hammer Jammers (cheap legendary pants with movement speed on them), Slave Bonds (cheap legendary bracers with movement speed), and possibly a Talisman of Aranoch and/or Unity (cheap legendary amulet and ring with movement speed). Do try to keep about 35k HP and reasonable resists when buying these pieces of gear, however. I’ll explain why you want the movement speed shortly.

Fire Ball – Instagibs, but slow moving. Simply stutter-step as you do damage, and this will never hit you. You can also break it by hiding behind the chains that look like support beams such that it collides with them.

Spawners – After he takes about 15% damage (or it could be on a timer, not really sure), he starts creating monster spawners around the arena, which spawn the melee demon troopers. I like to kill these when they crop up, leaving the health orbs until I need them.

Puddles – These are why you need movement speed. At about 70%, 45%, 25% and 15% life, he’ll use an ability that spawns growing black puddles around the arena. The first three drop fairly predictably in the top right, top left, and bottom left areas of the map, then the others will drop very near, or even underneath you. Spirit Walk can help if you end up right on the edge of a puddle, but if you are right in the middle, Spirit Walk will break before you get out of the pool. With the extra movement speed, however, you can outrun much of the pool’s growth, and ultimately take less damage – hopefully getting out without using Spirit Vessel. Note that the pools have a slightly larger radius than the animation shows.

Lazorzpewpew – Azmodan will occasionally use a somewhat slow moving arcing laser after the first time he uses puddles. Just stutter-step it and keep shooting him.

Much like Belial, kiting > damage, particularly during the pool attack. Fortunately, unlike Belial, lag is much less of an issue, since Azmodan’s abilities tend to be slower, with more obvious hit-boxes. The only hard-to-deal-with mechanic that will kill most of your attempts is the pool ability. Movement speed will help vastly with this. However, it can still be tricky… Some tips:

-Always avoid getting too close to the puddles, and never try to walk between them unless you absolutely have to. Remember, these break Spirit Walk with ease. If you have to cross over a puddle, pop Spirit Walk in a “safe” area, then run across.
-I find that following the ring pattern in the ground that goes from chain to chain with a mild zig-zag is the safest way to deal with the puddles. They seem to have some sense of motion-prediction, and occasionally he’ll drop them in front of you. Zig-zagging seems to mitigate this significantly.
-Don’t be afraid to potion! Keep Spirit Vessel on cooldown as much as possible. When you get hit by a pool, do everything you can to avoid taking lethal damage – from potting to using hex, or grabbing health globes (though only if it’s absolutely safe to do so!)
-When dealing with the spawners, one option is to just drop a wall on one. It will kill the spawner, and most likely any minion that manages to spawn from it.
-Wall+grasp also deal decent damage to Azmodan.

Act 4
IN PROGRESS!

Recommended Builds

Splinters

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRX!XVW!aaaZab

Recommended Stats

Damage: 30,000
Health: 40,000-45,000
Armor: 2500
Resists: 300

—————————————–

I find there is much contention of damage vs survivability on a Witch Doctor past Inferno Act 2. Most Witch Doctor’s opt for full int gear, with no survivability whatsoever. There is absolutely nothing wrong with this. If you prefer to kill things quickly at the risk of being one-shotted by everything, that’s fine. In fact, it’s possible that you may progress more quickly in Act 4 by doing so.

Personally, I’ve found that not everything, just most things, one-shot in Act 3 and 4. Having some health/resists dramatically reduces my number of deaths against such things (like ranged monsters, and dots like desecrate and plague). You’re choice, but I recommend starting with balanced gear, and deciding from there based on your playstyle and performance.

On that note, I’ve also found that a lot of things that players believe is a guaranteed one-shot, actually isn’t. Two prime examples are the Corrupted Angels’ charge, and Izual’s global freeze attack. I’ve found that, with roughly the recommended stats above, I survive the Corrupted Angel charge about 1/3rd of the time with 1/5th health remaining. Similar for Izual’s freeze, except it’s more like a 70% survival rate.

That said, most of the monsters in Act 4 are really squishy. Thus, 30k damage has been enough for me so far. The only monsters you really need to watch out for (at least where I am at), are saboteurs (mortar-like effect that one-shots) which you will stutter-step endlessly to kill, and Oppressors, which have a near-instant charge that one-shots. Treat the Oppressors like the lashers from Act 3, and you should be fine.

Corrupted Angels are similar, except their charge can actually be dodged or avoided with Spirit Walk if you have really good timing. They actually pause and rear up for a moment before charging. If you can dodge it, great. If not, treat them just like lashers. Also, try to hit them with Grasp of the Dead or Wall of Zombies before using darts. This way they’ll be physical resistant and not poison resistant, allowing you to kill them much faster.

—————————————–

Iskatu

Another fairly easy boss. I recommend dropping Horrify for Locus Swarm+choice rune. Take him slowly, and kite in big circles around the edge of the map. Save your CC for when the little guys bunch up enough to make a slow worthwhile, popping locust when it’s safe to do so. If you try to rush this boss, he’ll kill you very, very quickly. So just let locusts do most of the work, firing off darts when you have a good chance, and running around as needed to wait for cooldowns. Keep hex and potions on hand just in case you take a hit or two.

—————————————–

Rakanoth

Recommended Builds

VQ Bears Variation

http://us.battle.net/d3/en/calculator/witch-doctor#fUYTQP!UVW!caaZZb

Recommended Stats

Damage: 38,000 MINIMUM
Health: lolwat?
Armor: lolwat?
Resists: lolwat?

Happy fun time! Oh I lied! This guy cannot really be beaten conventionally. No amount of defensive gear/abilities can save you from his charge, which is undodgeable and instantly kills. In order to beat him, you actually have to stack intellect gear and go VQ-Bears (with a one-hander+mojo), and Spirit Vessel is mandatory. I used this video as a guide.

Essentially, there is no strategy. Pop your pets, and the moment he jumps in (hopefully not onto you), step into the corner, drop your CDs, and blow him up. I have done this successfully, but it took a few tries for him to not jump on me initially, and to get the positioning right. For the this work, every single bear MUST hit him. Positioning your back to the wall, when done correctly, will make the bears go in a straight line, making this possible.

Just as a side note, the gear cost me about 300k, so it’s not a “huge” investment, as you shouldn’t have needed to buy much gear (if any) between the end of act 2 until now. Plus, it’s always good to have a pure-intellect set on hand, should you ever want to change your strategy to a suicidal-type build.

Also, when buying your int gear, try to get it with dexterity. Just a little bit of dexterity can give you the dodge you need to survive a charge, and finish the fight.

—————————————–

Izual

Recommended Builds

Splinters

http://us.battle.net/d3/en/calculator/witch-doctor#aZUkRW!XVW!aaaZaZ

Recommended Stats

Damage: 30,000
Health: 45,000
Armor: 2600
Resists: 300

As you can see, I recommend a splinter build with Toad of Hugeness in place of Horrify. I’ll get to why shortly. Note that Spirit Vessel is pretty much mandatory for this fight, as it was for Rakanoth.

Frozen – Typical freezing ability that you see on elites. Avoid it carefully, and you’ll be just fine.

Charge – All oppressors have this ability. It’s basically an instant-charge/teleport that instantly kills. It’s range-triggered, so try not to get within a screen of Izual or his oppressors unless there is something between you and them.

Global Freeze – Izual will cast this twice, at roughly 60% and 25%. This a lot of people believe is a one-shot, but if you have the recommended stats above, you should be able to survive. If not, I’ll explain how to deal with it below.

Minions (Oppressors) – Spawns at about 75%. Typical oppressors. Don’t get charged, kill them fast when they show up – ideally from off-screen.

Minions (Corrupted Angels) – Spawns at about 50%. Again, typical corrupted angels, except I think they have slightly more health. Never, ever let these get on screen. Always kill them off-screen, or fight them while they’re hexed and you’re in Spirit Walk.

If you survive the Global Freeze without getting killed, then this fight should be fairly easy. Kite him around one of the holes in the ground for the first 20% or so (oppressors can’t charge over the holes, though the angels can), then start kiting before triggering the oppressor spawns. Drop CCs like a madman (thus the Toad of Hugeness) and kill the oppressors from either behind a hole, or even better, from off-screen.

Shortly after freezing you, the Angels will spawn. Here is where the Toad of Hugeness becomes particularly handy. Whenever you stop to shoot Izual, drop the toad and hex. If the angels wander on screen, they should be near-instantly CCed, giving you time to run away before they kick your [email protected]#. Either kill the angels or ignore them and kill Izual, being careful of when you trigger his second freeze. Other than that, he should be pretty easy.

Now, if you can’t survive his global freeze, you will need to follow the same strategy, EXCEPT after the first freeze (and the triggering of Spirit Vessel), kill any minions and kite Izual until the cooldown on Spirit Vessel ends, then resume fighting. Keep in mind that this means you cannot get hit by anything except the global freeze during the entirety of the fight. Also know that Tyrael does pretty massive damage. Make sure that when you are kiting him in between freezes, that you are keeping Izual off-screen so that Tyrael stays next to you.

Tips and notes!

-Izual can be slowed and trapped by Grasp of the Dead and Wall of Zombies, respectively.
-Izual can be hexed.
-Izual generally doesn’t charge unless he gets within a quarter of a screen of you, whereas oppressors will often charge from the edge of your screen. Keep the oppressors away, and shoot blindly from off screen if you have to!
-The Corrupted Angels tend to be really slow, and not particularly aggressive. If you stay near the edges of the map, and move around cautiously, there’s a good chance you’ll never have to fight them directly – just spirit walk past them occasionally, while dropping CCs as you run by.

—————————————–

Izual down, and I’m currently at the Pinnacle of Heaven (Diablo). It seems with my current stats that all of his attacks are a one-hit kill (except the cage+grab combo, which never kills). I only did one run, so we’ll have to see if there is some way to mitigate his damage. But for now, I must sleep. Hopefully I can complete this guide tomorrow!

You can find the rest of his post and updates to the guide @ us.battle.net/d3/en/forum/topic/5149014804?page=1

Diablo 3 Monster Affixes for Nightmare, Hell and Inferno Monsters

When you are running nightmare, hell and inferno modes in D3, you really need to know what you are going up against, because sometimes those yellow rare mobs can pwn you, ez pz.

Here is the list of rare monster affixes which will explain in better detail what the rare monsters will do when you come across them while playing Diablo 3.

Arcane Enchanted – Monsters enchanted with Arcane Enchanted trait deal additional arcane damage and have the ability to summon orbs which fire rotating arcane beams

Avenger – When a Champion group imbued with Avenger arrives, the death of each group member imbues the remaining Champions with added power/size as they wreak their frenzied vengeance on the Hero

Desecrator – A monster with Desecrator trait creates a glowing void zone beneath the targeted hero that damages the hero. Desecration will activate a few seconds after it appears on the floor, giving you time to get out of the void zone. (Darksaiyan)

Electrified – A monster with the Electrified trait has higher lightning resistance, deals additional lightning damage and discharges sparks across the floor in random directions when stuck.

Extra Health – This trait bestows the imbued monster with extra HP

Fast – This makes monsters run, attack and cast magic faster

Fire Chains – Champion backs are attached by a fire chain. The Hero suffers damage if he touches or even gets near one of the fire links.

Frozen – Monster with the Frozen affix can summon frost orbs that grow and eventually explode causing cold damage and applying a Chill and a Freeze debuff

Health Link – Health Link reduces the amount of damage taken by the champion with that trait by linking his HP to that of all other Health Link champions in the area

Horde – Horde increases the squad of minions that spawn with a rare monster, crowding the battlefield

Illusionist – The Illusionist trait imbues a creature with the ability to create clones of itself at much lower health levels

Invulnerable Minions – Monsters imbued with this trait arrive with a squad of indestructible puppet minions and an expanded heath pool

Jailer – This trait gives monsters the ability to immobilize the Hero in a conjured prison

Knockback – Knockback allows monsters to push back the player a short/long distance with each connecting blow, whether it be ranged or melee. Also, slows player. (OMGBBQLOL)

Missile Dampening – Creatures imbued with the trait generate a reddish sphere around themselves. Any projectile entering this sphere moves 90% slower than normal

Molten – Monsters that spawn with this trait deal extra fire damage. In addition, they leave trailing pools of lava that deal fire damage over time. Any non-minion monster killed with this trait leaves a time bomb that will explode after 3 seconds, dealing large amounts of fire damage

Mortar – Monsters with mortar can lob several fireballs that deal splash damage on impact. Mortar lobs a burst of 3 fireballs towards the player, even over obstacles, but will always lob over a character in melee distance. (Darksaiyan)

Nightmarish – Nightmarish monsters have a chance to fear the player on hit and can be triggered from both melee and ranged attacks

Plagued – Monsters enchanted with Plagued leave pools of poisonous green goo around them for 9 seconds

Shielding – This trait gives the monster a brief period of invulnerability to all forms of damage. Shielding mobs have green glow around them before they activate the shield. (Darksaiyan)

Teleporter – Gives the monster the ability to teleport to a nearby location

Reflect Damage – When you strike a Reflect Damage imbued foe with any attack, you suffer automatic damage in return

Waller – Monsters with Waller can summon earthen walls between the player and the monster, or sometimes behind the player to prevent escape. Waller mobs are different between elites and champions. Elite (boss with minions) create a box around the players to keep them in a general area, while champion packs create single walls in front or behind the player. (Darksaiyan)

Vampiric- This trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves

Vortex – Grants the ability to forcibly pull the player right next to the monster but does not pull player through objects.

How to Get to Whimsyshire – Diablo 3 Secret Level – Detailed Guide

Sup my Fellow Little Nerds! Here is a detailed walk-through on how to get into the D3 Secret Level called Whimsyshire!

You need several things: 1. Black Mushroom (Act I) 2. Liquid Rainbow (Act II) 3. Gibbering Gemstone (Act III) 4. Wirts Cowbell (Act II) 5. [Plans: Staff of Herding] (Act IV) 6. Leorics Shinbone (Act I)

Reminder: You can acquire these parts in any order. The guide is written in a chronological order for simplicities sake.

Here is a Pro-Tip: Get some friends to do this with you. For the RNG parts, run them individually until you encounter the chest/rare spawn you need, then have everyone join that game.

From this point on, I will assume that you have completed one play-through of the game so consider this a spoiler warning for any potential spoilers it may contain.


Part One: Black Mushroom

The black mushroom is located in Act I, in the Cathedral. I saw lots of places that said that it could spawn on any floor which I found to be complete bullshit. I watched many different videos and read several different guides and in each picture they were located in the exact same place in the exact same room on the exact same floor.

My recommendation is to start the quest “Return to Tristam” on Normal.

The following method is the one that I used to obtain the mushroom. Apparently you can find the mushroom on more than one layout as a rare spawn.

Take the waypoint to the Cathedral garden, go up to the first floor and stop. If you do not immediately see a large staircase that you MUST walk up in order to continue backtracking, then you do not have the correct dungeon layout for it to spawn. Town portal, Leave game, and resume again. Repeat until you see a large stair case. When you find it will be in a room shaped like this with two entrances. http://img221.imageshack.us/img221/3761/mushroomlocation.png (I snagged the image from a random page, no screenshots are mine). The mushrooms are a random spawn in the correct dungeon so keep leaving and zoning in until you get the right setup and explore until you find that room. Once you find THAT room, if it’s empty leave and do it again you won’t find it anywhere else. It’s impossible to miss when you see it, it looks like I giant growth in the floor.

ALTERNATE METHOD:

Repeatedly clear Level 1 of the Cathedral until you find the mushroom, it will be in a room somewhere.


Part two: Leorics Shinbone

The shinbone is located in Leorics manor. I forget the quest name, maybe the imprisoned angel or something. Anyway, take the way point to leorics manor (the room where you walk forward a bit and there is a balcony and glass windows and stuff. Back track until you are at the very start. If you start walking back to where you were there is a room to the right of the staircase . At the end of this room is a fireplace, the shinbone is a rare spawn in the fireplace. It will either be empty or have a click-able “burnt firewood” or something to that affect. Click it and loot your shinbone. You may have to repeat it several times as it also is not a guaranteed spawn.


Part three: Wirt’s Cowbell

If you go to the last quest of Act III zone in and back track to the starting area. Go to the top left region of the map with the starting way point and look for a vendor named Squirt. She will sell you Wirts Bell for 100k. You can also get Wirts Cowbell from Squirt in Act II. She’s in the market (near the sewer).


Part four: Liquid Rainbow

Take the waypoint to Path of the Oasis. Follow the map along the southern most border until you find a little path heading further south to a little clearing. Look for Zaven the Alchemist, who must be saved from Deathly Haunts. He is not always down there. If you save him he will open a path to a dungeon. You must explore this for a mysterious chest or a resplendent chest (as reported in the comments). The alchemist dude is a rare spawn, and the chest is a rare spawn within the dungeon. Good luck and happy RNG.


Part five: Gibbering Gemstone

Go to Act III, take the waypoint to the bridge of korsikk. Run through the field ahead of you and check the top left corner, bottom left corner, and bottom right corner of the map for Cave of Frost Level 1. Again, the dungeon is a rare spawn. Inside the dungeon on floor two, you may get a rare spawn creature named Chiltara. It will drop the gemstone. I’d recommend running this on normal running past everything until you get to the second floor, and fully exploring the second floor to find him. Another rare spawn within a rare spawn type deal. Happy RNG.


Part six: The Blacksmithing Pattern.

Rare drop off of Izual. Start at the third quest. Clear up to izual, which you will encounter during the quest The Prime Evil. I thought I started too far but you fight him right before diablo. This one is a pain in the ass unless your lucky, because killing the boss gives you a checkpoint and you have to unfortunately re clear the whole area completely and kill him again. I was lucky enough to get it my first try. But my friends were not.

Once you get all these items. Train the blacksmith with your pattern, and make the item (costs about 50k for the staff.)

Take it to Act I. Take the old Tristam way point and head to the left back to the Old Tristram Road (you must be on normal with this version of the staff). If you follow the map border down the side of the map you will see a ghost come out of a cow skeleton. Talk to him and he will open the portal. Have fun.

Nightmare, Hell, and Inferno versions of the staff.

In order to access Whimsyshire on a higher difficulty than normal you must first obtain the version of the staff as listed above. Once you have it you must go to Act IV on the next highest difficulty (you must be on nightmare to obtain the nightmare blacksmith plan). Take the way point to Bastion Keep, and head all the way to the right and find the healer. Next to him there should be a vendor that sells the plan for 1g. It may not be on them the first time so leave and try again.

The only reagent for the new stave’s are the one you already have and a large quantity of gold. As reported, the normal staff is 50k, nightmare is 200k, hell is 500k, and inferno is 1million.

 

How to Open Diablo 3 Secret Unicorn and Rainbow Level

Hey there , my fellow little D3 pwnin nerds! Want to know How to Open Diablo 3 Secret Unicorn and Rainbow Level!?

(Act 1) Black Mushroom – located in a patch of mushrooms that occasionally spawn on level 1 of the Cathedral (screenshot)

Easiest path: go back through leorics passage (the one cain opens) via the waypoint.

(Act 1) Leoric’s Shinbone – found occasionally in the fireplace of Leoric’s Manor From the entrance to the manor, walk forward to the staircase, and hang a right. The room with the fireplace is on the first floor on the right side. If the shinbone is present, there will be logs in the fireplace. Click the logs to get the bone.

Easiest path: Go back through Leorics manor via the waypoint.

(Act 2) Wirt’s Bell – can be purchased from a vendor in Act 2 for 100,000 gold

Easiest path: Load up the last quest for act 2 then TP back to town, the girl will be up next to the usual pedlar.

(Act 2) Liquid Rainbow – can be found in a Mysterious Cave (random dungeon) in Dahlgur Oasis. From the waypoint “Path to the Oasis,” travel southeast then look along the south wall. Zaven the Alchemist may be here, and if so you can save him to access the cave. The item is in a the “Mysterious Chest” which also may not spawn, even if you’re in the right dungeon.

Easiest path: run straight east then along the south wall until you find the small hollow with a closed entrance on the west wall.

(Act 3) Gibbering Gemstone – drop from Chiltara (a purple monster that may not spawn) in the Caverns of Frost, a random dungeon that may or may not appear in the Fields of Slaughter. If you see the Ice caverns spawn, you need to retry until you get the Caverns of Frost.

Easiest path: The caves spawn in 2 places near the bridge waypoint (load up siegebreaker mission) run directly north 1 screen and there’ll be either – blank patch of black stuff, one of the weapons destroyed, hell rift in the ground, cave. If it isn’t in this spot head directly left/west for 2 screens and you’ll find another randomly changing spot here. If you don’t find in either of these points, reload.

(Act 4) Plans for the Staff of Herding – random drop from Izual

Easiest path: Start the prime evil quest, as a monk who had already finished normal I just ran through the map to get to the Izual fight using speed and stuns to stop monsters who were following me.

Notes:

  • Cost for Blacksmith to make it is 50k
  • It can only be used in normal mode initially
  • Plans to upgrade it can be bought off the quartermaster in act 3 of inferno and then hell (load the prime evil quest then teleport back) for 1g
  • Upgrade cost is 200k for inferno, 500k? for hell.

The Best Diablo 3 Magic Find Guide

Hey Friends of The Little, Diablo 3 Pwning, Nerd!

 

I’m guessing you came here to learn how to magic find in the most proficient way, so, let TLN assist you!

 

If you are trying to find The Best Diablo 3 Magic Find Guide, Your at the right place…

 

I’m about to pwn you noobs up with some hard facts about magic finding!

1. Always kill everything!

2. Don’t solo kill everything, kite em, group em, aoe em!

3. Harder the difficulty the better, duh!

4. If you see a good chest, DONT OPEN IT! Clear the area, then put on max magic find gear, with the max stacks from boss kills, then open it! Cha-Ching! (Remember if you reset your skills your magic find boss stacks reset) If you find a chest in Inferno, you can spam general chat, or a forum, and make people pay 10-25k just to join in and collect on loots from it.  Make sure they have some Magic find though as it gets averaged out between the group.  (if you have 200 magic find, and someone joins with 0, it drops to 100% magic find)

5.  Places that you have to go out of your way for, like hidden caverns, will have the most rare yellow spawns, which are great for magic finding!

6. Magic find gear isn’t everything, but try to get enough magic find to get good items in hell/inferno while still maintaining adequate stats to stay healthy, and alive.

7. Use the Auction house! Don’t pay crazy prices, set a gold maximum and get the gearz! You would be surprised how cheap some rare items, and even legendaries are.

That’s all the tips I have, but if you want more detailed information on spots, builds, and percentages of what drops where, so you can get the most out of your time, please check out The Best Diablo 3 Magic Find Guide!  I have receive a review copy from T-DUB himself and out of the other guides I have reviewed I honestly rate this one the best, and it’s the most affordable.

A great thing about purchasing his guide is that it’s worry free, 60 days and you can request a refund very simply.

You definitely don’t need a gold guide, but if you are looking to become rich, and/or sell on the Real Money Auction House, you will want to get one.

If you don’t want to spend any money, check back often as I am always doing research and posting great methods I come across them!

Hope this help my fellow little nerds out, please comment if you have any questions!

The Best Diablo 3 Power Leveling and Speed Guide

Hello My Fellow Little Nerds!

 

I want to share with you a couple of reasons why it sucks to be at a low level in Diablo 3.

First off, Diablo 3 is a game about items, 90% of the end game will be about magic finding the best gear, and also, making money, but that just circles around to once again, having the best gear.

Low level characters don’t make the minimum requirement to use good unique and set items because their stats are not up to par yet, hence you can’t magic find efficiently. It hurts your character progress and it takes up space in your backpack.

You can try and get something cool from the auction house, but it wouldn’t work for you until much later because you can’t use it.

You can’t go on quests with your higher level friends

It’s like being a ‘feeder’ in League of Legends or Dota2.

People will always need to watch your back. You become an easy target for the mobs. Your team mates need to spend more healing spells on you to keep you alive.

And worst of all, you do not contribute as much damage for the team.

You cannot play at their level and the worst case scenario is that they will be forced to leave you behind.

You can’t use the best skills for your character

Everyone knows that the best stuff are all at the end.

Back in the ol D2 days, people were dying to get whirlwind for the Barbarian(early d2 days). Endless grinding and killing all day just to get that. Pfft, no thanks.

You can prevent all that with Jonathan Bradley Smith’s latest power leveling guide called Diablo 3 Speed.

 

You must learn from him experience.

It contains cutting edge information that will propel you to level 60 in no time because it contains a step by step fast track to max out your character.
Gone are the days of killing the same mob over and over again for XP, this great method laid out in detail in the guide, GUARANTEES that you will be above your friends level, with at least 33% less playtime.

If you want to do things the smart way, be sure to check out his guide because you don’t want to be left behind and get called a noob! :P