For anybody who is having trouble progressing through
inferno with a Witch Doctor, then this guide should help
you out a lot! This guide contains videos on how to solo
various bosses with a Witch doctor in Inferno. Some of
these strategies were gathered from the
Diablo 3 Billionaire guide.
Walk (Mana Regen rune): First off this
skill is amazing. If you don't have it in your build,
you're either not in inferno yet or just a terrible
witch doctor. Increased movement speed, absorbs 50% of
your life worth of damage and regenerates 30% of your
mana over 2 seconds with the Honored Guest rune.
Incredible. Essential for kiting, emergency damage
absorption and mana regen.
Dart (Splinters rune): This is my main
attack. With the Splinters rune it does 180% weapon
damage assuming all 3 darts hit the target. Low mana
cost and high single target damage make it great for
both trash and bosses. Simple.
Zombies (Pile On rune): This is the only
aoe attack in my build and a personal favourite of mine.
High damage, long cooldown, awesome looking and
incredibly hard to aim. Does a whopping 765% weapon
damage with a 25 second cooldown. It takes a while to
learn how to aim with it but with practice it becomes
worth it. This attack isn't really a staple in the witch
doctor build so you can choose another skill if you
want, but be wary of the mana cost of other aoe skills
since I don't use any of the mana regen passives. A
personal strategy of mine is to use the hex skill to
de-mobilize champions/bosses, then drop the zombies on
them while they can't move.
the Dead (80% Slow rune): Essential for
kiting both mobs and bosses. The Unrelenting Grip rune
slows enemies down to a crawl making them easy to kite
and also to drop Wall of Zombies on. Also does a fair
amount of aoe damage as well. (Great for slowing
treasure goblins too!)
(Healing Rune): Another awesome skill
that I think is completely underrated. For champions and
rares in inferno, this skill makes them slightly easier
to deal with by controlling one of them while you deal
with the rest. It does work on some bosses like Zoltun
Kulle/Belial and gives you a good opportunity to line up
a Wall of Zombies attack. The heal rune provides an
instant heal of about 1800 as soon as you use the skill,
and will keep healing you periodically throughout the
(Extra Radius rune): This skill is just
a random crowd control button that can be switched out
for any other skill in the WD arsenal really. I used to
use Mass Confusion but switched to Horrify for the
shorter cooldown. I don't really use this skill on
bosses, it's mainly for champs and mobs that get too
close to you. My other choice for this slot is Haunt
with the health regen rune to use on bosses. Haunt does
a fair bit of damage, only has to be cast every 12
seconds and returns a bit of health in the process.
Notes on other skills (feel free to contribute):
Big Bad Voodoo: Pretty good
in co-op games but I dislike it due to its long cooldown.
Use it in place of Horrify if you like it. Fetish Army: Also dislike
due to its long cooldown Gargantuan and Zombie Dogs:
Ahaa, are you serious Blizzard?! Absolutely useless in
inferno. Both get 1 shot and deal little damage. Avoid
at all costs. (Although I do sense a buff coming in the
future for these to make them viable. Maybe scaling
their life and damaging in proportion to the witch
doctor) Firebomb: Can replace
Poison Dart for champs and trash since it does have nice
aoe but for bosses its better to use Poison Dart since
it does more damage. Mass Confusion: Another
great crowd control spell aside from horrify, however
the cooldown does seem a bit too long even with the 45
second cooldown rune. Soul Harvest: A very viable
skill all around that gives you a nice DPS boost.
However I dislike having to constantly run into mobs to
apply it over and over. Use it in place of Horrify if
Jungle Fortitude: A very
general passive with straight 20% damage reduction. I
found that with this passive, a lot of attacks that
would've one-shot me in inferno just brought me down to
very low health instead, allowing me to use a potion and
Hex heals to heal myself back up quickly. If you still
get one-shot a lot even with this passive then switch it
to something else.
Spirit Vessel: Sweet Jesus
this passive has saved my ass so many times. I never
really liked this passive at first, but playing in
inferno makes you see how viable it really is. Basically
it saves you from death every 90 seconds and puts you in
spirit walk mode allowing you to make a quick escape.
You WILL die a lot in inferno and this skill is just a
lifesaver (literally huehuehue). But wait that's not
all! The passive also reduces the cooldown on Spirit
Walk by 2 seconds! Whaaaat, shit I'm sold.
Pierce the Veil: Straight
up 20% damage increase at a cost of 30% more mana on all
your skills. Since the bread and butter of the build is
Poison Dart (10 mana per cast) you don't really have to
worry about mana anyways. Zombie Wall and Grasp will
bring your mana down a fair bit but this is countered by
using spirit walk for that 30% mana back. This passive
gives you that extra DPS boost that is quite needed in
I have heard about the zombie bear build and tried it
myself. Choosing all the mana regen passives and
spamming zombie bears for high damage. However I didn't
care for it much for 3 reasons:
-you miss out on other great passives and have to keep
your other skills on cooldown.
-you have to get in reasonably close range to use.
-it seemed that even with all the mana regen skills and
passive you still couldn't spam it endlessly.
I focus on gear that gives you both intelligence and
vitality. Some attack speed on rings/amulets will boost
your DPS nicely too. Act 1 inferno is pretty forgiving
on gear and stats but before you go into Act 2, you want
to aim for at least 30k health and 20k DPS. Buy a nice
weapon off the AH if you need to. I didn't go into Act 2
until I had a 966 damage 2-hander which I bought off the
AH for about 1.7 million gold (they are much cheaper
now). Do Act 1 Nephalem Valor farm runs if you need some
My gear as of May 24th (youtube link, use HD to see
I use the Templar as a follower. His heals are quite
usual in most situations even though his aggro is
absolute crap. Just stack his gear with as much strength
as you can get for some extra DPS.
His skills: Heal - basic heal with 15s
cooldown Loyalty - extra life
regeneration Charge - does a nice 3
second stun Guardian - heals you and
knocks back enemies when you are low health
Champions and Rares:
A few people have be asking how to deal with certain
champs in inferno. There are some champs with affixes
that just seem impossible to do. Off the top of my head
these are the ones that I feel need explaining.. Fast - I generally skip
fast champs. Simply because they are impossible to kite
and will just run up to you and 1-shot you. Some champs
like skeletons in Act 1 move so slow that even with the
Fast affix they are still kite-able so it's possible to
do those. Invulnerable Minions - My
most hated affix. I will instantly skip these rares
since my main strategy is to pick off the minions then
focus on the rare himself which is pretty easy with the
Hex skill. Trying to only damage the rare and avoid his
minions at the same time is too much of a headache and
very hard to do with Poison Darts. Mortarr - Do-able but takes
some practice. It's simple a combination of shooting
Poison Dart once then moving back, shooting, moving,
shooting, moving etc. It will generally take a while to
kill them so put down Grasp constantly and try to line
up a nice Pile On. I tend to try and keep the champs a
little bit off-screen which seems to be out of range for
them to use Mortar. Use Spirit Walk for emergencies. Illusionist - Do-able but
kind of annoying. Just kite them regularly though Grasp
and use Darts and Zombies to damage. If they move too
fast to kite them just skip them. Jailer and Waller - Spirit
Although you can't use Spirit Walk to run through the
walls, you can just use it to run through the monsters
and kite them the other way. Teleport - I've found that
if the champs are a bit off-screen they won't teleport
to you. So just spam Darts and hope they hit. If they do
teleport to you then just Spirit Walk away. However I
have found that some champs with teleport are almost
impossible to do. Vortex - Same strategy as
A very simple and pretty easy fight. Not much of an
explanation necessary, kill adds asap and avoid his
swirling swing. In the video I was quite overgeared for
the fight (23k DPS) so you probably won't kill him as
fast a I did.
A pretty straightforward fight. She only really has one
attack, spitting poison in melee range. She will charge
you and use the attack so just move out of range (Spirit
Walk if you have to). She also spits spiderwebs at you
which slow you down. You can just walk out of these if
you have time or use Spirit Walk to remove the snare. At
a couple of intervals she will disappear and spawn a few
adds. Just put down Grasp to slow them and pick them off
with Poison Dart. In the video I was quite overgeared
for the fight (23k DPS) and made a lot of lazy mistakes
which you might not be able to do with lesser stats.
I found the fight quite challenging the first few times
I did it, but it was quite easy to master with practice.
You do need a reasonable amount of DPS for this fight
since there is an enrage timer (3 minutes I think) where
the floor will fill up completely with fire. Stay at a
reasonable range from him so you don't get melee'd and
have time to react to his attacks.
He has a hook attack where he will point at you, then
send a hook in your direction which will drag you back
to him and perform a melee slam which will most likely
1-shot you. You can avoid this attack easily by just
moving out of the way when he points at you. If you do
get caught, use Spirit Walk immediately and you will be
able to run away without getting melee'd.
He also has a ranged attack which sends out a bunch of
chains in a cone area and hits you for about half your
health or more. When you get hit by this attack, use a
potion and the Hex skill to bring your health back up to
full. If these are on cooldown then use a health well.
You want to try to stay at full health at all times.
Lastly he will have a charge attack which is quite
visible and easy to dodge. After he charges into the
wall he will be stunned for a couple seconds which is a
good time to use Pile On zombies for a nice damage
A pretty simple fight at the beginning of Act 2. In
fact, I found a lot of regular mobs in Act 2 were harder
than this fight -.- She only has 1 ranged attack which
you have to watch out for. It's a big ball of purple/blueish
flies that moves pretty slowly but follows you, so just
run until it disappears. At regular health intervals she
will go invulnerable and spawn 4 melee adds. Just kite
them with Grasp/Hex and kill with Darts and Pile On.
Repeat until dead.
This was the longest boss fight I've done to date,
mainly because of all the kiting. At all points during
the fight you want to stay a good distance from Zoltun
so you have time to react to his fireball attack. The
first phase is just kiting the 2 big construct monsters
with Grasp and killing them with Darts and Pile On. Hex
does not work on the constructs but does work on Zoltun
(more on that later).
There are 3 attacks from Zoltun that you have to watch
Fireball - Shoots a pretty fast fireball at you that can
can just dodge. If you are in close range of Zoltun this
will most likely kill you. Falling Rocks - As soon as the ground starts to shake,
run and don't stop until all the rocks have fallen. Use
Spirit Walk if you have to. This attack can one-shot you
if you're not careful. Tornadoes - Fairly easy to dodge.
Once the 2 constructs were killed, I kited Zoltun around
in a circle and tried to keep him just a bit off-screen.
Use Darts to damage him but be prepared to move for
fireballs. A common strategy that I used was to pop
Spirit Walk, run right past him and use Hex, then turn
around and drop Pile On to do some nice damage.
As far as I know, there is no enrage to this fight so
just focus on good dodging and he will be killed
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