Ok so I've had my fill of Firebat spam and suicide builds, what I really want is a WD that acts like a warlock so here it goes.
So what are the characteristics of warlocks? Dots, CC, life as mana, and dmg spells that regen health. With this in mind I looked at the passives first.
-Rush of Essence- Warlocks from WoW never seem to run out of mana and the spells from the spirit set seem to compliment the Warlock themed WD nicely.
-Blood Ritual- People seem to want to use this on heavy mana builds however I think it is much more effective when used in mana light builds, especially when the light mana spells are restoring life.
-Spirit Vessel- Along with giving a cd reduction to 1 of the spells in my build we also get to have our spirit walk+regen. Because lets face it, most people will spirit walk when they are near death so why not just embrace death as your oh **** button
Now onto the Spells:
You will notice there is not a primary spell used in this build however because it is so mana light you should have no issues consistently running from pack to pack of enemies.
This is the spell you will be spamming at 98 mana 15% percent of which paid by life and receiving 30% back over the duration of the spell when all is said and done you would have spent 58 mana to do 575% weapon dmg and gained about 107 health/second.
Locust Swarm-Devouring Swarm-
This is the perfect Dot and forget spell to go along with Haunt. The 8 second duration is long enough to apply, cast your 3 haunts and reapply. However since this is not a spirit spell we want to keep our mana usage low so runeing it with mana regen gives us a virtual free application of haunt if it hits 2 enemies since haunt will only be costing 58 mana and Locust will give back 74.
Grasp of the Dead-Unbreakable Grasp-
You can't die if your enemies cant get in solid range of you and with the life regen of this build the ranged dmg from monsters can be mitigated.
I see many people looking to use this spell as an opener, yet I feel it is better used in the middle of your fight when the enemies are on top of you. Why run to them just to buff and then run away to cast. Let them come to you, if you get hit "so what?!" the harvest will heal you. And this extra heal makes so harvest still useful in boss fights. Since soul harvest is a spirit spell its cd gets lowered to 13 secs, in the end costs 35 mana counting the 30% return and the 15% life and heals for about 2162/enemy.
This spell is like a neater horrify to me while also increasing the damage of my spells. CC+Dmg Buff+Dot(enemies fighting each other)
Big Bad Voodo-Ghost Trance-
This is more in consideration when in groups however as a 5% heal and movement speed boost on its own it is a nice tool to have solo, when in a group your allies will thank you especially in those situations where everyone is low on health, some need atk spd for extra hits to kill an enemy, and the others need to run their a** off all at the same time.
So What will the spell rotation look like for this build?
-Against weak pack-
-Against large pack-
Haunt x 3
-Against Unique/Rare Pack-
Soul Harvest(if needed)
This build should allow you to stay at a sustained amount of health and mana while have little if no downtime while also consistently gaining health making for a very annoyingly hard to kill WD.
Please comment as you see fit. Thanks for any and all input.
EDIT: build has been modified on post #8