Secret Levels, or secret lands, are areas of Diablo 3 that you must use a portal to access.The portal for specific Secret Levels each require different items and a plan to create. Area Damage is a nice stat, but it won't make me reroll it onto my items. I'll take the +50% I can get from Paragon other than that i'll skip it entirely. I'm running the Gyrfalc+Jekabord crusader and I can definitely tell you that with even +50% Area Damage I can feel the effect.
Witch Doctor Pet Guide submitted by Peter.- 03:03 Area Damage is an attribute in Diablo III that can be found on Weapons, Off-Hand items, Gloves, Rings, Amulets and Shoulderpads. All slots except for weapons roll up to 20%, while weapons can have up to 24% each. It is measured in percent.
- Since this patch area damage is procced by all your damages including your pet damage. Remember procs cant proc procs. I assume this would also count for it too. If you have shard of hatred equipped and you do lightning damage spell, this would have a chance to proc area damage.
Updates
Inferno Acts 2, 3 and 4 will be nerfed in patch 1.0.3. Pets may be viable beyond Inferno Act 1 in future.
Table of Contents
1. My Pets Die In 1 Hit. Pets Suck!
2. The CC Build
3. Summary
4. CC Information
1. My Pets Die In 1 hit. Pets Suck!
No they do not suck. This is a very common misconception about our pets that happens due to wrong gear, and it is precisely why this guide was created to clear this up. Pets need some buffs but they are not as useless as people claim.
The reason why your pets are dying is because your gear does not have defensive stats to benefit them. Witch Doctors instinctively stack intelligence to increase their damage. They naturally ignore defensive stats. The problem is our pets scale off our defensive stats like armor and dodge, and because your gear lacks them, that is why they are dying.
To make your pets survive better, stack things that will make YOU survive better, like strength (improves armor), dexterity, intelligence (improves resistances), armor, dodge and resistances. Vitality and Block do not benefit your pets.
With proper gear, it is possible for your pets to survive comfortably up to Inferno Act 1.
Stat Priority to Increase Pet Survivability
- 1. Stun/Freeze
Stops an enemy from attacking. See the CC Build section below for more information. - 2. Intelligence
Increases both pet damage and survivability (resistances). Best stat to stack. - 3. Armor/Strength
Armor reduces all damage, not just physical damage. Armor is a more efficient stat because it exists in higher numbers than Strength. - 4. Resist All
Resist All reduces not just magic damage, even physical damage because there is a Physical Resistance stat. - 5. Individual Resists
Poison, Fire and Electric are more important because champions with Plagued, Desecrated and Lightning Charged stats do very high aoe damage. - 6. Dexterity
Dodge completely stops and attack but it is unreliable. It also suffers from heavy diminishing returns. Up to 100 Dexterity, 1 dexterity = 0.1% dodge. But from 100 to 500 Dexterity, 1 dexterity = 0.025% dodge.
The CC Build was discovered during brainstorming in the previous thread as people tried to make the Witch Doctor's pets work in Inferno.
CC stands for 'Crowd Control', which is something that temporarily disables an enemy like stun or freeze. The CC Build thus involves stacking CC stats in order to apply lots of CCs to enemies.
The small % chance of CCs like stuns and freezes are deceptive, because the Witch Doctor can make it happen like 80% of the time. This is due to the unique fact that the Witch Doctor has pets, and can generate relatively more hits than other classes through them. The Witch Doctor can apply CCs through his spells, his pet attacks, and his pet auras.
With the CC build, a single boss can even CCed so much that he barely gets out an attack, resulting in a slow but safe victory.
The CC build should also work well in co-op games because ranged classes like the wizard and the demon hunter will enjoy safely killing enemies from a distance while your pets tank and CC them.
CCs From Gear
Not all gear can have all possible CCs. Most of the item slots can have only one possible CC, with the exception of weapons and off-hands which can have all types.
Here are the CCs that you can get from gear. It is not necessary to get all, but the more the better.
- Amulet - Chance to Blind on Hit (Stat exists but search criteria isn't available)
- Belt - Chance to Freeze on Hit
- Boots - Chance to Immobilize on Hit
- Bracers - Chance to Knockback on Hit
- Gloves - Chance to Stun on Hit
- Helm - Chance to Fear on Hit
- Pants - Chance to Slow on Hit
- Shoulders - Chance to Chill on Hit
- Weapon - Bleed Chance + all of the above CCs
- Off-Hand - Bleed Chance + all of the above CCs
Guide continued after the page break.
Recommended CCs
- Stun - To stop enemies from moving or attacking your pets, increasing survivability.
- Freeze - Same as Stun, but can be removed if attacked.
- Immobilize - To stop those pesky enemies from running away from you. E.g. Fallen Shamans that like to res enemies from afar.
- Slow - Slows movement speed of enemies to prevent them from running away or reaching you if Immobilize doesn't trigger.
- Chill - Slows attack speed and movement speed. Delays attacks from reaching your pets if stun or freeze doesn't trigger. Helps prevent enemies from escaping if Immobilize or Slow doesn't trigger.
- Bleed - Supplementary damage over time to increase your overall damage.
Abilities to Use
Not all spells have the same chance to make a CC happen. Some abilities can make CCs happen more than others.
Recommended Abilites and Runes
- Gargantuan + Big Stinker Rune (15% area poison damage per second).
Best area damage rune for Gargantuan to trigger CCs. - Summon Zombie Dogs + Burning Dogs Rune (2% area fire damage per second).
Best area damage rune for dogs to trigger CCs. - Corpse Spiders + Spider Queen Rune (16% area poison damage per second).
Good area damage. - Firebomb + Fire Pit Rune (8% area fire damage per second for 3 seconds).
Good area damage. - Plague of Toads + Rain of Toads Rune (130% area poison damage over 2 seconds).
Good area damage but costs more mana than Firebomb. Use this instead of Firebomb if you have a lot of mana. - Spirit Walk.
Almost compulsory ability for all Witch Doctors. Escape danger. - Big Bad Voodoo + Ghost Trance Rune (Heals 2% health per second for 20 seconds).
Faster attack speed will trigger CCs more, and the heals are useful to keep your pets alive.
Recommended Passive Skills
- Jungle Fortitude (Reduces damage taken by you and pets by 20%).
Keeps pets alive longer. Dead pets don't generate CC. - Zombie Handler (Extra dog and health of pets increased by 20%).
Extra dog is useful to generate extra CC. Also keeps pets alive longer. - Fierce Loyalty (Pets benefit 100% from Life Regeneration and Thorns).
The only way to heal pets to keep them alive longer.
3. Summary
Do Stats Benefit Pets?
Defensive Stats
- Strength: Yes (through increasing armor)
- Dexterity: Yes (through increasing dodge)
- Intelligence: Yes (through increasing resistances)
- Vitality: No
- Block: No (but you want to use shield anyway for the extra armor that pets do benefit from)
- Dodge: Yes
- Armor: Yes
- Physical Resistance: Yes
- Cold Resistance: Untested
- Fire Resistance: Untested
- Lightning Resistance: Untested
- Poison Resistance: Untested
- Arcane/Holy Resistance: Untested
- Missile Damage Reduction: Untested
- Melee Damage Reduction: Untested
Offensive Stats
- Intelligence: Yes (through increasing your damage)
- Attack Speed: Yes (through increasing your damage)
- Critical Hit Chance: Yes (increases pet crit chance)
- Critical Hit Damage: No
- Thorns: Yes (Must take Fierce Loyalty Skill)
Stat Priority to Increase Pet Survivability
1. Stun/Freeze
2. Intelligence
3. Armor/Strength
4. Resist All
5. Individual Resists
6. Dexterity
Can Pets Be Healed? (must take Fierce Loyalty Skill)
From Stats
- Life Regeneration: Yes
- Life Steal: No (needs more testing)
- Life On hit: No (needs more testing)
- Life Per kill: No (needs more testing)
From Abilities
- Firebats + Vampire Bats Rune: No
- Haunt + Consuming Spirit: No
- Spirit Barrage + Phlebotomize: No
- Spirit Walk + Healing Journey: Yes
From Passive Skills
- Blood Ritual Skill: Yes
CC Information
CCs From Gear
- Amulet - Chance to Blind on Hit
- Belt - Chance to Freeze on Hit
- Boots - Chance to Immobilize on Hit
- Bracers - Chance to Knockback on Hit
- Gloves - Chance to Stun on Hit
- Helm - Chance to Fear on Hit
- Pants - Chance to Slow on Hit
- Shoulders - Chance to Chill on Hit
- Weapon - Bleed Chance + all of the above CCs
- Off-Hand - Bleed Chance + all of the above CCs
Recommended CCs
- Freeze
- Stun
- Chill
- Immobilize
- Slow
- Bleed
Recommended Abilities for CC Build
- Gargantuan + Big Stinker Rune
- Summon Zombie Dogs + Burning Dogs Rune
- Corpse Spiders + Spider Queen Rune
- Firebomb + Fire Pit Rune (Or Plague of Toads + Rain of Toads Rune if you have a lot of mana)
- Spirit Walk
- Big Bad Voodoo + Ghost Trance Rune
Recommended Passive Skills for CC Build
- Jungle Fortitude
- Zombie Handler
- Fierce Loyalty

Diablo 3 Area Damage
Diablo 3 Area Dmg Maps
Area of Effect, or AoE is a general term for effects, skills, spells or abilities that will affect an area, and the inhabitants of that area, rather than a single target. Also known as Splash Damage or Line Damage.
Area of Effect spells are sometimes referred to as Area of Denial attacks, since they occupy some portion of the screen and deny access, forcing players to move elsewhere.
- 1AoE In the Game
- 1.2Effects
- 2Shapes
AoE In the Game[edit | edit source]
Many attacks in Diablo III will have the potential to affect more than one target. Some skills will need to be upgraded with points in a mastery skill (the Wizard's Tornado originally produces one tornado, but adding skill points to Epic Storms increases the amount of tornados allowed at once) or used in conjunction with Skill Runes (the Witch Doctor's Skull of Flame used with a multi-strike rune allows the skull to bounce along the ground and explode multiple times) to affect muliple targets.
The area that is affected can vary greatly, from a few monsters up close from a Barbarian attacking with Cleave, or a dozen monsters being crushed under a destructible wall.
The effect of an AoE varies from a damaging attack to a buff/debuff cast on allies/enemies.
AoE attacks are best used on multiple targets, especially when they're grouped by some expert crowd control. AoE attacks are usually less effective on single targets, especially ones with a lot of hit points like a boss, though some AoE spells are so powerful that they can work well against anything. Especially if the target moves around a bit, making single-target attacks less effective.

Expect a lot of AoE in D3[edit | edit source]
The Diablo 3 team is planning on many lots of attacks AoE, either full field magical blasts, or granting multi-target striking to melee and other physical skills. [1]
- Jay Wilson: It’s because we like them. Diablo II was most fun when you were laying down these massive area-of-effect abilities. Really, every class came down to how it deals with multiple enemies so that has become a big focus for us: a lot of big attacks that hit in an area-of-effect. Or, fast attacks. That’s our other side. If you don’t attack a lot of enemies at once, you attack very quickly.
Most of the known skills and spells in D3, even simple melee attacks like the Barbarian's Cleave will strike multiple enemies if they are in range. This adds a greater element of realism in D3. These types of attacks only hit the targeted monster in D2, even if several enemies were standing virtually on top of each other.
Female Barbarian using Cleave. Crescent shaped AoE damage.
Male Barbarian using Battle Cry. Circular AoE buff
Female Witch Doctor using Soul Harvest. Circular AoE damage and self-buff
Effects[edit | edit source]

An AoE spell or effect does not need to cause damage. It can give nearby players a buff, give monsters a debuff, or be a combination of the above. Some AoE effects will affect the environment, which in turn effects anyone walking in to that environment.
Friendly Fire[edit | edit source]
Diablo II and Diablo III do not have friendly fire for allies, and this includes AoE spells. The game would not be even remotely the same if friendly fire was used. Generally, only positive effects will apply to allies of an AoE caster.
Shapes[edit | edit source]
The actual area of an AoE skill can be of any shape or size. Some examples are: circular AoE emanating from the player (Wizard's Frost Nova), a specific area the player chooses (Wizard's Meteor Storm), Line Damage (Wizard's Disintegrate), or jumping from one target to another (Wizard's Electrocute). Out of the lot, the
A 'line AoE' damage does not need to be a straight line either. It can be crescent shaped, or swirly, but the main part is usually that it's significantly longer than wide in the area of effect.
Female Wizard using Frost Nova. Circle expanding, self-consuming damage and debuff spell.
Female Wizard using Meteor Storm. Multiple AoEs spell.
Microsoft office for mac 2016everye. Microsoft 365, Office 2019, and Office 2016 use the same application and file names. To see which version of Office you have installed on your Mac, open one of the apps, and look at the License text in the About dialog. Can I get Office Insider builds from the Mac App Store?
Female Wizard using Disintegrate. Line AoE spell.
Female Wizard using Electrocute. multiple target direct damage spell that's 'AoE-like'.
Functionality[edit | edit source]
Besides different shapes, there are also different ways that the AoE effect functions. It's usually a stationary effect, or moving, and when it's moving, it usually consumes itself on obstacles and enemies. The area can also expand or contract, depending on effect.
A few examples:
- A classic Fire Wall in Diablo II or Diablo I will be stationary, and anyone walking in to it will be damaged. The duration is set in the spell cast, as is damage. This is a quite classical shape and functionality to a spell. It's a long shaped cube of fire damage. These are sometimes also called Area of Denial, as it makes the player move away, changing up the gameplay.
- WizardFrost Nova is an expanding circle (note: not 'circular') that will hit anything that is not behind cover from other monsters, or obstacles. It only hits the first few enemies close to the caster. It's another classical shape, and works very different from the Fire Wall.
- Some similar spells are not a true circle AoE, but rather a large array of 'bolts' of one form or another. The effect is very similar, but at a little further range, the space between the individual magical projectiles can be so large it misses enemies, wasting that projectile. It's not a real AoE spell, but it has AoE-like functionality.
- Wizard Disintegrate is a line AoE damage that is not consumed when hitting monsters. All monsters in a line will get damaged by the spell.
- Wizard Meteor Storm can be seen as a large AoE damage spell in general, but in reality it's a barrage of smaller AoE damage effects. Each meteor has a small circular AoE damage, and multiple of them will cover a large area.
- Wizard Electrocute is not exactly a real AoE spell either, as it's a multiple target direct damage spell. The spell will hit a designated target, and then a few other randomly selected nearby targets, but not necessarily all targets. It's different than the Witch Doctor spell Skull of Flame combined with multi-strike rune, which work more similar to the Meteor Storm spell, as it has multiple small areas of effect.





