So you’re a Fresh 70 Witch Doctor? Grats, but the work is only starting! Your goals now are to get your FREE SET ASAP. In this guide, you’ll learn the best setup for every step of progression (2/4/6 set, and beyond!).
In S6, the Witch Doctor free set is Zunimassa’s Haunt.
Click below to reveal the builds you need for each step:
Since the video of the GR20 build and clear wont fit in the boxes above:
Fresh 70 Witch Doctor Build: Free Set
|Zunimassa 6 Fresh 70 WD|
|Poison Dart||Spined Dart|
|Haunt||Resentful Spirits (Any)|
|Spirit Walk||Severance (or Jaunt)|
|Soul Harvest||Soul to Waste (Any)|
|Fetish Army||Legion of Daggers|
|Summon Zombie Dogs||Leeching Beasts|
|Fetish Sycophants||Confidence Ritual|
|Pierce the Veil||Swampland Attunement|
There a bunch of open or changeable slots here, they will be discussed below. Remember that this page serves to discuss Zunimassa 6 as a FRESH 70 WD – The end-game discussion is in another guide: Zunimassa’s Haunt Builds Guide.
The above build and some discussions are more to facilitate a good balance of speed and power for general purpose farming. Build adjustments will be discussed!
Zuni 6 – Spender! Remember that you HAVE TO TAG ENEMIES with a MANA SPENDER for the 6 set bonus to activate. Don’t slack off on this! Haunt-Resentful Spirits is what I chose (or any other rune, really)
Why Haunt!? Honestly, when you theory craft the build, EVERYTHING BUT HAUNT “seems” good. But in the real world? Haunt is more fluid, it spreads itself, it costs nothing. Haunt just FEELS right for this level of content. In higher GR’s this may change – but we’re not here to talk about that! This may change considerably late game, though. When you have to consistently trigger Bane of the Trapped – this is discussed in the Z6 Set guide.
Fetish Sycophants are a bit swingy, hopefully you’ll have all 15 out most of the time! Good thing Haunt and Poison Darts are a great way to get these guys out. At 3% DMG reduction per dude – you’ll feel it when you’re missing a few Fetishes.
There’s honestly not much to say about the build in earlier content. As long as you kill fast enough and don’t die too often – you’re in a good place.
As you play and get more items, everyone may progress differently – next up, I’ll put in build adjustments to help you patch out the current weak points you may have.
Offense is usually categorized in Damage or, indirectly, Resource Gain.
Damage? There’s a lot you can do to increase your damage, but the best ones are locked behind finding legendary drops. Here’s a few suggestions:
- Gruesome Feast: is more for speedy content, it’s a huge DMG+.
- Piranhas – Various Runes: Goes hand-in-hand with Grave Injustice.
- Haunt-Poisoned Spirit: Double purpose, it’s a spender for your 6pc bonus!
- Big Bad Voodoo-Slam Dance: Is the ULTRA steroid. Lookin’ at you Starmetal Kukri.
It’s hard to increase Fetish Damage compared to basic skills, but don’t get disheartened. As the game progresses you’ll see that Z6 has no problems with DPS.
Mana? I don’t think you’ll really need much Mana now, BUT there are game-changing legendary’s that might cause you to be Mana starved, so here are the best choices:
- Poison Dart-Spined Dart is what I recommend as your basic filler for this exact purpose. It will also be used in your end-game anyways.
- Mojo with mana regen roll. Unexciting but effective. (Templar too)
- Grave Injustice is great overall. Gives “CDR” too which is great for some skills.
- Rush of Essence is pretty good! Haunt actually GIVES YOU BACK MP.
- Big Bad Voodoo–Rain Dance is worth a mention since BBV related to Z6 end-game.
Defense is usually categorized in Toughness or Self-Healing
Swampland Attunement is the most disgustingly good defensive change you can make to your build. This can singlehandedly cheat your toughness to higher torments if you manage to meet the DPS requirements. It’s why I recommend it in the base build.
Soul Harvest-Languish is a massive toughness boost. It will be your go-to rune for more difficult content. The recommended rune above (Soul to Waste) is purely for speed as the Armor bonus won’t really matter early on.
Horrify-Frightening Aspect is another large Armor boost. This doubles up as a large AoE CC so that’s another pseudo defensive boost.
Spirit Walk-Jaunt is the best rune for content you have difficulty clearing. THREE SECONDS of invulnerability is pretty OP.
Summon Zombie Dogs-Leeching Beasts (recommended above): is your go-to healing skill. It provides defense in the form of extremely tanky dudes to body block for you, and fills up your health easily. Make sure you have at least ONE Life on Hit roll!
There are a lot of toughness or healing runes here and there. The above I listed are the most practical given the base setup as any other changes may be too disruptive to the core of the build. Most of your toughness will be coming from Legendary effects past this point…
This early on, you shouldn’t be thinking TOO much about speed. But here are the basics:
Spirit Walk-Severance: is the basic Mobility skill/rune. The massive distance you cover with this is already amazing. (It’s already in the build)
Soul Harvest-Soul to Waste: Again, a low impact rune selection for a huge boost in Mobility. It’s also recommended as the default above.
Again, a fresh 70 WD shouldn’t be too obsessed with SPEED, free set or not, and I cannot recommend anything else past this as it’s too big a loss FOR NOW.
(See: Speedfarming General, Witch Doctor Speedfarming)
Again, since you have a huge leg up on DH’s without the free set, just check the Zunimassa’s Haunt Builds Guide for more info. But some quick notes…
Yellows – FIX THEM! Aside from the free 6 set pieces, you’ll likely be using quite a few yellow items. Take your time to fix them up via re-rolls! Many of them will outperform crappy legendaries! It goes without saying that you can and should also fix your Green gear.
Physical %: On Bracer/Amulet is a great start. Careful with really good legendaries, though – as end-game Zuni may not be using this element. Here’s a little tidbit on how this works:
- Fetish Army: takes the element of its rune (Physical)
- Fetish Sycophants: takes the element of the largest element% on YOUR GEAR.
- So make sure you try and get Physical on both bracer and amulet!
2 re-rolls on yellows will increase your damage by around 20-30%. Value.
Fetish Army %: On Chest and Shoulder for another EASY “30%” DPS.
2-Hand Weapon (Even a yellow!) Will deal much much more damage than a plain 1-hander + Mojo combo – It’s ridiculous! Of course this will change once you obtain some of the more powerful Knife+Mojo setups.
Other rerolls: Just make sure that your gear isn’t “garbage”. Try to find CHC or AS in any piece you can. CHD is a luxury this early on. Notably, Attack Speed scales very well with Zunimassa!
Area Damage: is now WORKING WITH PETS. So yeah… don’t treat it like a trash stat.
Gems: it goes without saying to slot as many Yellow (Topaz) gems in your gear – as they give +INT. Try to upgrade them early and often! For Helmet, it’s mostly preference.
Followers: You have two choices here: Templar for healing and Mana Regen (+some CC/stuns). Enchantress for DPS increase and CC. Oddly, the choice doesn’t really matter this early on for WD. But make sure you have one out!!!! Free stats is free stats, man.
From here you want to do a mix of Bounties, Nephs and GR’s.
Unlocking Kanai’s Cube
Unlocking and using Kanai’s Cube gets us 3 extra legendary powers. This is a reminder, and should be the first place you look to increase power at little effort.
Naturally, any Legendary we talk about is a legit cube choice.
Getting your legendary gems
Please, get them now. It’s the best way to increase power without relying on RNG. Farm up neph keys in a non-chunky difficulty – just remember SPEED is king right now. You’re just setting up!
Enforcer is a godsend to many a Witch Doctor. It’s self-explanatory, I hope.
Bane of the Powerful is amazing early on, and is a contender for late-game too! This is great since leaving it at 25 for a while isn’t bad at all! Other gems will only out DPS Powerful when they’re extremely leveled!
Wreath of Lightning is one of those gems you’ll never be sad to have. Level 25 is okay as a filler. It’s used for speedy setups anyways.
Any gem with base damage serves as a good early filler. Gem of Efficacious Toxin is best for the build since you increase Fetish damage. Pain Enhancer is OK as it increases Attack Speed. Mirinae probably isn’t too good for the build…
Defensive Gems? Man, I don’t think an early WD should consider this given how strong some of our defensive options are. Save this for the lategame.
Items to look for
Use your resources wisely! Of course, some Legendaries are a far more powerful find than others for a Fresh 70 WD with Zunimassa…
First – let’s talk accessories:
- Either of the non-LoN sets are great for the build (Bastions of Will, Traveler’s Pledge)
- Short Man’s Finger is a legit filler
(Ring of Emptiness lol)
Since you already have 6-set, you can try getting the other random body pieces with shards. So I’m mainly going to discuss the items you’d want for end-game. SOME items are notable enough fillers to be listed here.
Belt of Transcendence is amazing! It’s better than Fetish Sycophant passive (sadly, it doesn’t stack – you don’t get 30!). It frees up a passive so you’ll want this early on. (Likely choosing Swampland Attunement or Grave Injustice). You get a lot of good fillers here too like Witching Hour or Goldwrap.
While Tasker and Theo isn’t really for the end-game of this build, it makes an extremely strong filler item. Definitely “good enough for now”.
Mojos are an OK choice for blood shards, but I’ll be discussing that in the next section – Death’s Breaths, since either resource is good to spend for ’em.
Lots of weapons are great for WD in general – but for Zunimassa, there’s not many choices. If you’re gonna try your luck in the lottery for one weapon type: It’s Ceremonial Daggers.
- Starmetal Kukri is a mega addition to the build – using Big Bad Voodoo in your build is a huge DPS increase, much more than any other one item.
- Dagger of Darts, well, is a bit self explanatory. Deez darts can be your end-game.
Mojos are OK to farm using Blood Shards, but death’s breaths are OK investment too. There’s a bunch of welcome finds here –
- Henri’s Perquisition: Good overall defense.
- Thing of the Deep: Works wonders with Grave Injustice and Swampland Attunement.
There’s a lot of short-time fillers here and there – keep and eye out for ’em!
Ring of Royal Grandeur: Makes your journey one piece shorter. Always good to have. These drop from ACT I bounties.
Unity: One on you, one on your follower that can’t die = 50% Damage Reduction. It’s quite a low investment for such a powerful effect.
So you skipped a whole chunk of the powering up phase with the free set. Now what? Like I always say “Speedfarming first before pushing GR’s”. So, convert what you have NOW to be as speedfarmy as possible, first. (It’s not a surprise many DH’s will convert to any other set from this one…)
Getting a free set skips a whole lot of BS gearing up and powering up. But you’ve still got a long road ahead! NOTE: gear up for speedfarming first – before pushing GR’s! See the links below to help you out!
- D3: Speedfarming with any class!
- Witch Doctor Speed Farming General
Learn more about the WD sets end-game builds:
- Witch Doctor Set: Spirit of Arachyr
- Witch Doctor Set: Helltooth Harness
- Witch Doctor Set: Raiment of the Jade Harvester
- Witch Doctor Set: Zunimassa’s Haunt
Well, hopefully with these tips getting and powering up your fresh 70 WD with Zunimassa shouldn’t be too hard – and you’re on your way to owning GR’s! Check us out on Facebook for more updates!