The Mundunugu's Regalia is the most recent addition to the Witch Doctor's repertoire and, despite its funny name, the set itself is no joke at all. It focuses around releasing big Area of Effect (AoE) bursts with a specific setup and timing, and can therefore deal devastating damage. As such, it is very powerful as a trash clearer in groups, especially when paired with a capable support Barbarian that can stack enemies tightly together for you.
The main damaging mechanic in this build is Spirit Barrage Phantasm paired with The Barber. While the exact mechanics are quite complicated and require a lengthy explanation (see Mechanics), the overall idea is simple: make a pull, place three Phantasms on the ground, wait a few seconds, and then cast three Phantasms more to release the accumulated damage of the previous Phantasms as an instantaneous explosion. The more enemies are in the area and the longer you wait, the stronger the resulting explosions will be. Especially in very densely filled Greater Rifts and while playing in groups with a support Barbarian stacking enemies with Ground Stomp Wrenching Smash, you can unleash devastating damage combos, one-shotting whole elite packs even all the way up to Greater Rift 150.
The build is overall quite tanky and has great evasive capabilities with Spirit Walk and Grave Injustice. Luckily, you have Big Bad Voodoo Ghost Trance following you around most of the time, thanks to the Mundunugu's Regalia (2) Bonus, to provide valuable healing and defense! Being such an immensely AoE-focused build, single target damage is a bit lacking but improved by Gazing Demise giving you massive damage bonus to Spirit Barrage and specifically to Manitou. The Barber is the core item of all setups at hand; it essentially redirects the damage done to a single target to all targets within a certain radius, which is the main reason why the build scales with the amount of targets hit so well.
Keep in mind that if you intend to push to the highest Tiers in solo with this build, it can be extremely RNG dependant. The highroll-potential is extraordinary, meaning you can do extremely well in the good rifts and extremely terribly in the bad rifts. The build itself does not benefit from Area Damage as most others (as The Barber explosion has a proc-coefficient of 0), however it nominally replicates Area Damage with its AoE-explosion in the end.
All in all, the build is one of the top dogs in the game right now, with excellent AoE capabilities that makes it strong for groups and a formidable pushing build. It has a lot of interesting, unique mechanics and a very high skill ceiling if you are looking for a build that can challenge you as a player, but the core concepts are easy to learn. For Nephalem Rifts and Bounties, it blows most of the other WD builds away and is quite competitive with other top Tier builds such as Multishot Demon Hunters or Whirlwind Barbarians (and also plays much more smoothly). If you are looking for a strong WD build that can do it all with a few variations, you have chosen the right one here.
Insane AoE damage ✔ Rewarding Explosions ✔ Rewards excellent Gameplay ✔ Super fast in Rifts & Bounties ✔ Can oneshot entire Elite Packs ✔
❌ Complicated Mechanics ❌ Helpless against bad RNG ❌ Very difficult to play perfectly ❌ Needs many Keys to fish with ❌ Huge Troubles on few Targets
The Mundunugu's Regaliaset provides upwards of 20,000% damage bonus to Spirit Barrage, your main damage ability.
Ring of Royal Grandeur in the cube will allow to wear the Captain Crimson's Trimmingsset using the Belt and one other piece of your choosing (Pants or Boots).
The Barber is the main item behind the special mechanics of the build, as well as giving a huge 500% damage bonus. Playing around its effect is the key aspect of the build.
Gazing Demise adds another up to 450% damage increase on top of buffing your Manitou's attack speed (overall ~x20 damage increase for that rune).
Ring of Emptiness activated by Locust Swarm Pestilence adds another 300% damage increase.
Lakumba's Ornament goes along with Sacred Harvester and Soul Harvest Languish for a total of 30% bonus Intelligence, 100% Armor and 60% damage reduction, constituting as your main source of defences.
During Season 22, you will be able to put a 4th power into your Kanai's Cube, which can be any item of your choosing. For this build, you will generally add Sacred Harvester there and wear another weapon. For those setups that already use that weapon, you can fit in Voo's Juicer which adds the two Phlebotomize and The Spirit is Willing runes to Spirit Barrage. This also allows you to drop some healing and mana recovery such as Rush of Essence for other useful options. The overall gain of this 4th Cube slot is around 4 Greater Rift Tiers.
Global Stat Priorities You want to stack a medium amount of Cooldown Reduction (CDR) to ensure decent uptime of Spirit Walk and Big Bad Voodoo, as these two skills will keep you alive. The faster you farm, the less Cooldown Reduction you need because you will inherently reset them via Grave Injustice. Typically anywhere between two to four CDR rolls on your items is fine, the more the merrier. What you will usually use is the Flawless Royal Diamond in your Helm slot and 10% from Paragon Points as well as 20% extra from the Captain Crimson's Trimmingsset, comfortably putting you above 50% or more in total. There are no diminishing returns for CDR in our setup; it even grants us a decent separate multiplier via Captain Crimson's Trimmings (3) Bonus. Play with as much as you feel comfortable with for solo pushes.
Other than that, you want to stack damage stats wherever possible, especially Critical Hit Chance and Damage, Cold Damage, Spirit Barrage Damage. Area Damage is entirely useless in this build (and actively avoided in groups including in Paragon Points). Increased Attack Speed is good for solo pushing especially; as it still is a separate multiplier for Pets and it helps out with reaching certain Breakpoints. In Solo you want to end up at the 21 FPA Breakpoint of Spirit Barrage, which requires you to play 7% Increased Attack Speed on your Main-Hand and additional 52% Increased Attack Speed from other sources (Paragon Points, primary affixes on your gear as well as Gogok of Swiftness). For group play you only want 7% Increased Attack Speed on your Main-Hand; the rest of the Attack Speed is granted via Pain Enhancer.
As for defences we aim for Armor on Pants, Boots, and Chest mixed in with some Vitality and perhaps Elite Damage Reduction on Chest. In addition to its regular benefits, Resource Cost Reduction is also a decent defensive option due to the set synergy, especially on Mundunugu's Descendant. Physical, Lightning or Arcane Resistances as a secondary affix are generally useful to have. Life Regeneration, Life per Hit are not really useful as most of your healing is coming automatically from Big Bad Voodoo Ghost Trance. Mana Regeneration, despite being included in the Mundunugu's Regalia (4) Bonus, is neither useful for resources nor as an actual DPS increasing primary affix (around 0.3% per roll). If you can, try to get some Crowd-Control Reduction rolls on your jewelry, since the build is very vulnerable here.
Use Flawless Royal Topaz or Flawless Royal Amethyst in your Chest and Pants sockets additional damage or toughness, respectively. At very high Paragon (4000+), these gems can also be replaced with Flawless Royal Ruby for extra Armor, as you can simply add more Vitality from Paragon Points. For more detailed information, check the D3Planner links or the individual item stat priorities below.
Assembling the Build
1. Do the Challenge Rift for the materials to cubeLegendary Powers. You can complete this once a week for additional resources and we always update the guide for you!
2. Gather the full Mundunugu's Regalia set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.
1. ColdDamage 2. Critical Hit Chance 3. Intelligence 4. Vitality 5. Armor 6. All Resistance
The Traveler's Pledge Squirts Necklace The Flavor of Time
1. Socket 2. Critical Hit Damage 3. Cold Damage 4. Critical Hit Chance 5. Damage Range 6. Attack Speed 7. Cooldown Reduction 8. Intelligence
Captain Crimson's Silk Girdle (Crafted) Goldwrap Krelms Buff Belt
1. Intelligence 2. Vitality 3. Life % 4. Armor
Bane of the Trapped is the best DPS gem and applies by default in this build, since Spirit Barrage applies its slow before the damage instance.
The second gem will be Gogok of Swiftness (if you want a good mix of offense and defense) or Pain Enhancer (full offense especially in high-end pushing and group play).
Other choices are Bane of the Stricken for solo pushing, Boon of the Hoarder for Torment farming and Zei's Stone of Vengeance as an extra DPS option in group Greater Rifts. Esoteric Alteration can be used for extra damage reduction when you are feeling squishy or if you are playing on hardcore. Molten Wildebeest's Gizzard is a great choice to protect your Squirt's Necklace either for speedfarming or when pushing in groups.
Spirit Barrage Manitou is our main skill. Phantasm is given for free by Gazing Demise and will deal the bulk of the damage.
Locust Swarm Pestilence to enable the Ring of Emptiness effect.
Spirit Walk Jaunt or Severance for movement, survival and to activate the Mundunugu's Regalia (4) Bonus.
Big Bad Voodoo Ghost Trance will keep you alive and provide a small damage boost.
Soul Harvest Languish for massive damage and damage reduction buffs with Sacred Harvester and Lakumba's Ornament.
The final slot is open and can be filled with different options. Typically Piranhas Piranhado is used to apply debuffs and pull enemies together, which synergizes well with the overall playstyle. In groups, it's possible to use Sacrifice Provoke the Pack as another additive damage buff. Zombie Dogs can be spawned by changing to Big Bad Voodoo Boogie Man or equipping Summon Zombie Dogs.
Rush of Essence provides us with infinite resources.
Grave Injustice reduces our cooldowns when you kill enemies, allowing a very high uptime of Spirit Walk and Big Bad Voodoo.
Defensive choices are Swampland Attunement (very strong in high density, but leaves you vulnerable to Lightning and Arcane), Blood Ritual (free Life Regen and 25% toughness boost when paired with Captain Crimson's Trimmings), Bad Medicine (could be used in groups to also help out teammates), Spirit Vessel (to help prevent deaths in tough situations).
Other offensive and utility options include Confidence Ritual (main DPS passive), Gruesome Feast (best passive in the game).
Finally, Creeping Death can be used to change the setup slightly. It allows you to use the Cloud of Insects on Locust Swarm for damage reduction and Pain Enhancer stacks (as any Physical DoT counts as Bleed) or apply a 20% multiplicative damage buff with Haunt Poisoned Spirit or infinite Life Regen through Haunt Consuming Spirit. Just keep in mind that the DoTs will disappear when you move too far away (around 1.5 screens) and will have to be reapplied. In large pulls, it will take a while even with multiple casts of Locust Swarm.
Avoid Pierce the Veil when using Captain Crimson's Trimmings as the extra resource costs will increase your damage taken.
1. Movement Speed
1. Critical Hit Damage
1. Resource Cost Reduction
2. Critical Hit Chance
2. Life %
2. Life per Hit
3. Cooldown Reduction
3. All Resistance
3. Gold Find
4. Maximum Mana2
4. Attack Speed
4. Life Regeneration
4. Area Damage3
1 Add Vitality in paragon until you have at least 800.000 life or until you feel safe enough to play with less. 2 Only considering using points here if you play Aquila Cuirass and don't have sufficient Resource Cost Reduction. 3 Avoid any source of Area Damage as it provokes lots of lags for almost no gain in this build.
The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around.For the Skills pick Heal, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, include AoE hard-CC, which makes mobs harder to manipulate. Follower's damage is completely irrelevant, so we stack Attack Speed for more on-hit procs and Cooldown Reduction for more Heals. The Items are:
Enchanting Favor to make follower immortal
Oculus Ring for 85% multiplicative damage boost
Justice Lantern for additional block chance
The Ess of Johan to pull mobs together
Thunderfury, Blessed Blade of the Windseeker for the Attack Speed slow
Freeze of Deflection for additional safety on the Rift Guardian
Spirit Barrage has to be used with care and not always spammed. Doing so will usually actively reduce your overall DPS if you are not careful.
Activate Big Bad Voodoo when it's ready and you are engaging in a difficult fight. Usually you should be able to keep it up almost all the time when getting enough kills with Grave Injustice.
Use Spirit Walk to move through enemies that are in the way, for defense, to dodge affixes and projectiles or similar. Don't waste the cooldown when you are not in danger.
When making a pull, engage enemies by walking or with Locust Swarm, then group them up using Piranhas Piranhado. Make sure that Locust is applied to everything for the Ring of Emptiness effect.
Put your 3x Phantasm on top of each other where you intend to pull enemies together.
Try to stand still as much as possible to increase the offensive damage bonus from the The Compass Rose & The Traveler's Pledge when it's safe enough to do so. Time your Spirit Walk with the incoming damage and your Phantasm explosions to reset the cooldown immediately (Grave Injustice won't work if the skill is still active).
Pull/kite more enemies together as your initial Phantasms are ticking on the pull. Try to spawn an Oculus Ringby killing exactly one target (or as few as possible) by recasting Spirit Barrage on top of the stack of enemies until you see one.
Run into the Oculus circle and wait there for as long as possible or until you feel like you have enough accumulated damage to finish everything off already. After 10 seconds, the Phantasm will detonate automatically, otherwise re-cast the skill 3 times.
In longer fights: re-apply Locust Swarm regularly (at least once every 6-8 sec).
Try to maximize your temporary damage buffs (Oculus Ring, The Traveler's Pledge, maybe Convention of Elements) during the accumulation phase. It's irrelevant if you have them during the detonation, which will count all individual ticks with their individually active buffs together.
In single target situations: Position yourself close enough to stay in range for Manitou as it will deal the bulk of the DPS here.
Witch Doctor is typically not the best class to play in hardcore, as you have no immunity to Crowd Control and only limited defensive utility skills with long Cooldowns in case you need to escape. Nevertheless, the build is overall fairly tanky and should have no big issues if you are mindful about things like Frozen elites. Don't forget to use the Spirit Vessel passive at all times!
Concept Mundunugu's Regaliaconstitutes the best Nephalem Rift farmer for the Witch Doctor class. Spirit Barrage Manitou continuously attacks for you even while you are moving; all the multipliers from Gazing Demise, the set itself as well as Squirts Necklace provide such a massive damage boost that it's not necessary for you to worry for the accumulation of The Barber's mechanics. You can use the Phantasms from your Off-Hand to accumulate a bit on Elites and the Rift Guardian, however, while moving Manitou will do most of the work. As per usual Molten Wildebeests Gizzard serves the purpose of protecting your hit point to ensure a better uptime of Squirts Necklace.
Gameplay Cast Summon Zombie Dogs once at the beginning to create minions for your Fierce Loyalty; simply spam-click Big Bad Voodoo, Horrify, Spirit Walk and Soul Harvest off cooldown. Horrify, in conjunction with Rechels Ring of Larceny, will provide you with an incredible amount of Movement Speed effectively making you fly through Nephalem Rifts, while Goldwrap with Boon of the Hoarder and Avarice Band will grant you invincibility.
Setups Mundunugu's Regalia can successfully incorporate Sage's Journey at the cost of dropping The Flavor of Time and Goldwrap, and therefore sacrificing perma invincibility; however, more mitigation is not really needed due to the inherent evasiveness of the build at hand with Spirit Walk and Horrify. The main idea in this setup is clearly: kill everything before it can see or touch you.
The Bounty build is nearly equivalent to the Nephalem Rift setup; the only difference being the swap of The Flavor of Time for Homing Pads (via selecting Ring of Royal Grandeur in Kanai's cube allowing us to drop one equipped set piece).
Concept Mundunugu's Regalia constitutes the best Bounty farmer for the Witch Doctor class. Spirit Barrage Manitou continuously attacks for you even while you are moving; all the multipliers from Gazing Demise, the set itself as well as Squirts Necklace provide such a massive damage boost that it's not necessary for you to worry for the accumulation of The Barber's mechanics. As per usual Molten Wildebeests Gizzard serves the purpose of protecting your hit point to ensure a better uptime of Squirts Necklace.
Gameplay Cast Summon Zombie Dogs once at the beginning to create minions for your Fierce Loyalty; simply spam-click Big Bad Voodoo, Horrify, Spirit Walk and Soul Harvest off cooldown. Horrify, in conjunction with Rechels Ring of Larceny, will provide you with an incredible amount of Movement Speed effectively making you fly through Bounties, while Goldwrap with Boon of the Hoarder and Avarice Band will grant you invincibility.
Setups If you want to include some more damage at the cost of utility, you can replace Homing Pads with Hexing Pants of Mr. Yan. Especially early on this could help you to more easily oneshot enemies, but later on you want to keep the shoulders to avoid interruptions of your Town Portal casts when nearby enemies are around. Another option would be running the full set while wearing Stone of Jordan for more DPS on elites.
GR Solo Push
Concept Mundunugu's Regalia is the best solo pushing setup for Witch Doctors. It has an incredibly high skill ceiling and additionally incredible scalability with an insane Greater Rift; sure, you must plug-in several hundreds of keys before you get a playable rift, but once all the stars align the damage potential for this setup goes through the roof. It's asking a lot from the player, but executing it properly is one of the most rewarding feelings in the game.
Gameplay The most common mistake newer players commit in this setup is attempting to kill monsters while simply holding down Spirit Barrage continuously. The playstyle requires you to pull monsters via Locust Swarm Pestilence and herd them via Piranhas Piranhado and afterwards place Phantasms on top of the pull. You must use Spirit Walk in a well timed fashion, while accumulating, and reset its cooldown immediately via Grave Injustice. Getting the above standing rotation and timings down properly is key in terms of survivability. Simply, mindlessly spamming Spirit Barrage will get you killed.
Setups The first setup, incorporating The Flavor of Time and Convention of Elements, has a higher damage ceiling and synergizes with the overall playstyle better than the second setup, which plays Endless Walk set instead. Overall it's recommended for newer players to focus on the second setup at the beginning. The additional defenses from Endless Walk greatly helps out when pulling monsters as well as creating more room for errors in heated situations. However, Convention of Elements with its bursty nature synergizes significantly better with the rotation based playstyle (of resetting your Spirit Walk); furthermore, The Flavor of Time is a beast for high Solo Greater Rifts, especially due to Power Pylon on the Rift Guardian and Conduit Pylon or Shield Pylon in the Rift. Overall the first setup is the recommended high-end build, which overall asks for a significantly higher level of execution.
Concept& Gameplay Due to the current state of the game, it's likely more efficient to do other setups both XP as well as Gear/Augments wise. However, if you want to run Speed Greater Rifts in group or solo with Mundunugu's Regalia, this is what you'd need to do.
Echoing Fury will grant an amazing 75% Attack Speed after killing only 5 enemies, giving your Phantasms a beefy damage boost. Big Bad Voodoo Boogie Man must be permanently up and will continuously spawn Zombie Dogs for you, which you'll immediately explode and turn into 100% additional additive damage via Sacrifice Provoke the Pack. You will rely on your group to herd and pull monsters for you as well as spawn and pick-up Health Globes for you.
Setups This setup can be both run in solo as well as in groups. The D3Planner to the right is the latter setup. The only changes you should make for solo is replacing Squirts Necklace for The Flavor of Time and additionally Molten Wildebeest's Gizzard for Gogok of Swiftness or Zeis Stone of Vengeance. Also, make sure to run the Manitou rune on Spirit Barrage. In groups speeds, you can also use that rune as long as the game is not lagging. Gameplay wise there is no difference.
GR Group Trash Killer
Concept Mundunugu's Regalia is likely one of the best, if not the best, scalable group build in the game; the additional power that the build at hands is granted via extraordinary team coordination and execution is unmatched by any other setup in the history of Diablo III. Extremely well executed Pixelpulls by the zBarb will create amazing density for your Pain Enhancer resulting in an incredible amount of Attack Speed gained via a bleed, which is inflicted by the zMonk. Additionally, well placed Phantasms will accumulate on multiple targets per tick resulting in an outrageously potent explosion of The Barber.
Gameplay The tricky part in this setup is the timing with Sacrifice Provoke the Pack and Summon Zombie Dogs. You want to preferably have 5 stacks of the damage buff before casting your three Spirit Barrage Phantasms. You can achieve this via clever scheduling of events to reset your cooldowns via Grave Injustice:
Cast Summon Zombie Dogs.
Wait for Summon Zombie Dogs's cooldown while moving to a new position and let the supports set up a new pull.
Place three Spirit Barrage Phantasm, which snapshot your 5 stacks granting you +100% additive damage for the entire duration.
Once the Phantasms explode make sure you are in range with Grave Injustice to reset Summon Zombie Dogs. Immediately recast Summon Zombie Dogs.
Either move to a new position and start from 2. or you immediately continue to DPS starting from 3. yet again.
Generically speaking you want to create an Oculus Ring before your DPS phase (step 5). Sometimes, you'll have to create the ring yourself; meaning after your Locust Swarm cast you can place a single Phantasm that preferably should exactly kill one monster (and not more). The third Phantasm you place in step 5 will explode the single one you placed in step 3 granting you an Oculus Ring on kill; you can then move into said ring for damage accumulation, however, remember to move back into the pull once the ring times out to receive the Grave Injustice reductions on Summon Zombie Dogs. If you are paired with a Necromancer, for instance as a Rift Guardian Killer, you can let him spawn the Oculus Ring for you in time via Frailty, which is generically speaking easier to set up and more consistent.
Setups You can see the two recommended setups in the above standing D3Planners. The first setup includes Frostburn and Zeis Stone of Vengeance. Keep in mind that Zei's grants its first stage at 0 yards (not 10 yards) and its last stage at 40 yards (not 50 yards); the item tooltip is straight up lying to us! It's safe to assume that you'll usually be able stay at 20 yards range for most targets, granting you stage 3. Additionally, there is a bug where Frostburn (FB) applies it's Cold bonus twice for Spirit Barrage Phantasm yielding 40% additional Cold damage. This means that the first setup has the following damage advantage over the second setup:
This advantage yields an overall difference of around 4 Greater Rift Tiers. However, it's really rough in the first setup to protect Squirts Necklace sufficiently well, especially at the beginning of a new season. Great gear on your zMonk as well as on your Witch Doctor with a sufficient amount of Paragon (3000+) is necessary for the first setup to function reasonably well. The second setup solves this issue by beefing up your shields via Molten Wildebeests Gizzard, Aquila Cuirass and Swampland Attunement.
Spirit Barrage Phantasm & Pets Mechanics
Despite all appearances, Spectres from Phantasm are treated as pets, but yet obey to very specific rules, often acting like a pet, and sometimes not, leading to several unique interactions.
Like other pets, Attack Speed is a separate damage multiplier for Phantasms.
Similarly, Spirit Barrage damage affix on your equipment is counted as a separate damage multiplier for Phantasm. This reason alone makes Voo's Juicer a solid item choice due to its fifth affix that grants 45-60% Spirit Barrage damage.
On the contrary, Ring of Emptiness, an item specifically designed to work with non-pet abilities only, does buffSpirit Barrage Phantasm damage.
Mask of Jeram and Enforcer are not increasing Spirit Barrage Phantasm damage anymore since the Season 21, launched alongside the patch 2.6.9.
On a sidenote, Frostburn's legendary affix granting "Cold skills deal 15-20% increased damage" double dips on Phantasm damage, for a total of 40% additional Cold damage.
Spirit Barrage Phantasm + The Barber
You can have 3 Phantasms at a time.
They last for 10 seconds, ticking once every 0.5 seconds.
With The Barber equipped, they will deal no damage while on the ground. Instead, they will accumulate that damage (as in: add up / remember what they would have done) and then release it in the final explosion at the end of the duration (with the extra damage multiplier).
Casting Spirit Barrage while you have 3 Phantasms active will detonate the oldest one (with its accumulated damage).
Each tick is scaled by Attack Speed (sheet APS being a separate damage multiplier), making Pain Enhancer your strongest DPS gem by far in high density situations.
The Attack Speed multiplier snapshots for each Phantasm individually upon casting. Moving out of the pull and therefore losing Pain Enhancer stacks will not reduce the Attack Speed multiplier of already placed Phantasms.
All damage buffs are dynamically calculated for each tick during the accumulation phase with the exception of Sacrifice Provoke the Pack, which is snapshotted upon Phantasm cast. This means that you accumulate (wait) during DPS buffs like Oculus Ring or Convention of Elements and detonate afterwards. You won't need to have those buffs when the Phantasms explode.
The explosions cannot proc Area Damage, hence why it's not taken as a stat and actively removed from Paragons in groups to reduce lags.
Spirit Barrage Manitou + The Barber + Gazing Demise
Casting Spirit Barrage once will activate Manitou, an eerie ghost sentry hovering above your head.
Manitou lasts 20 seconds and shoots 2 projectiles per second (for up to 40).
With 3 active Phantasms, the attack speed is improved by ~5x (~200 projectiles per 20 seconds).
The Attack Speed is fixed and adding more to the character does not improve damage any further.
In conjunction with Voo's Juicer, the numerous projectiles from Manitou are effectively triggering the effects of The Spirit is Willing and Phlebotomize runes.
When accumulating for long periods of time on the same target (especially Rift Guardians), you will not see any damage done to the enemy until the The Barber explosion is released.
Running out of range or dying will release the explosion.
Manitou will immediately explode as soon as enough damage has been accumulated to finish off the target, so no time can be lost by waiting too long. You can not overkill a target (accumulate for too long).
If there are more than one nearby enemy, Manitou will randomly switch targets and create tiny The Barber explosions all the time. Especially in high group Greater Rifts, you should avoid using the rune since all of your damage will come from Phantasm - this will help reduce the lags.
Spirit Barrage Phantasm + Sacrifice Provoke the Pack
Zombie Dogs can be created through Summon Zombie Dogs Life Link, Grasp of the Dead Death Is Life or Big Bad Voodoo Boogie Man.
Provoke the Pack needs to be cast in succession before your 3 Phantasms that are supposed to accumulate.
This buff is snapshotted for the whole duration of each Spirit Barrage Phantasm.
You can have a maximum of 5 stacks at a time.
When applied, Locust Swarm will jump to another nearby enemy once every second.
When using the Creeping Death passive, this effect will stay permanently as long as you are in range. It will fade when you move ~1.5 screens away.
The Cloud of Insects rune can be used to apply bleed to enemies for Pain Enhancer, as any Physical DoT effect will provide the extra Attack Speed effect.
This ability is one of the few ways in the game to pixelpull enemies.
If used on top of enemies, it will pull others close but not pixel them.
In order to get the best pull possible, it should be used on a spot with no other nearby enemies.
Each stack, received upon picking up a Health Globe, has its own duration.
You need 5 globes every 15 seconds or one Health Globe every three seconds to keep it at full power.
The Intelligence bonus stacks additively with Soul Harvest's bonus.
Intelligence bonuses are snapshot at the start of each Phantasm cast.
There is an attack speed anomaly, where simply holding down and channelingSpirit Barrage will significantly decrease your overall DPS. The entirety of these mechanics have been unraveled in this reddit post. The takeaway is to simply never channel unless your are fighting the Rift Guardian; additionally, if you fight the Rift Guardian make sure to not channel while having Speed Pylon since it will reduce your DPS by ~33%. The full Breakpoint table for Spirit Barrage can be found here. A relative comparison of the DPS of the possible playstyle can be seen here: