Unruned they sound quite animeless spells. Give those spells you named with some of their funny runestone they seems nice to me.Let's say plague of toads ; you give it the obsidian one, toad of hugeness to swallow a whole ennemy for 5 second to digest them into some damage. Great crowd control with damage.
To answer your question. I don't like having multiple micro damage for pvp. Although it is as much effiecient in Pve to have slow high damage or quick low damage. The dps stays the same in fact. As our spells are far to be super high damage if you put WD next to barb by example, I wish we had some cooldown with high hit to 'burst' so far we have spirit walk with crimson. this one is amazing but i feel it will be nerf soon. How I still love that class for its originality and definitely going to play it.
The only thing I don't like about him is his hand jitter. It's too extreme.
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
1. I don't like runes drastically change some of the WD skills. Obsidian Plague of Toads looks like Hex, not the original skill. I don't like it because it's confusing - the rune seens like a completly different skills, so, why not make an new skills ? I think it's weird that some runes augment your skills and other runes change it. I don't like that. For new effects we should have new skills, not rune effects. And the WD is the only class were this happens all the time =[
2. He has a small amount of summons and just one skill to interact with summons. I think it's kinda boring, i was specting more summon management.
1. I don't like runes drastically change some of the WD skills. Obsidian Plague of Toads looks like Hex, not the original skill. I don't like it because it's confusing - the rune seens like a completly different skills, so, why not make an new skills ? I think it's weird that some runes augment your skills and other runes change it. I don't like that. For new effects we should have new skills, not rune effects. And the WD is the only class were this happens all the time =[
2. He has a small amount of summons and just one skill to interact with summons. I think it's kinda boring, i was specting more summon management.
3. Stacking multiple dots is boring gameplay imo.
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1. That applies to all classes.
2. I disagree, 4 dogs + gargauntan + spectre + mother spider + fetish army is plenty of summons.(Granted, only 5 are permanent, the other 3 last long enough to warrant a 'summon' as we know it.) - Also, passive that summons more summons for 60 seconds each, check passive. http://us.battle.net/d3/en/calculator/witch-doctor#iWbhP!Wf!aY
3. This is true.. but most builds dont even have dots, including mine.. But if you want to stack dots, feel free to do so.
1. I don't like runes drastically change some of the WD skills. Obsidian Plague of Toads looks like Hex, not the original skill. I don't like it because it's confusing - the rune seens like a completly different skills, so, why not make an new skills ? I think it's weird that some runes augment your skills and other runes change it. I don't like that. For new effects we should have new skills, not rune effects. And the WD is the only class were this happens all the time =[
2. He has a small amount of summons and just one skill to interact with summons. I think it's kinda boring, i was specting more summon management.
3. Stacking multiple dots is boring gameplay imo.
\\
1. That applies to all classes.
2. I disagree, 4 dogs + gargauntan + spectre + mother spider + fetish army is plenty of summons.(Granted, only 5 are permanent, the other 3 last long enough to warrant a 'summon' as we know it.) - Also, passive that summons more summons for 60 seconds each, check passive. http://us.battle.net...tor#iWbhP!Wf!aY
3. This is true.. but most builds dont even have dots, including mine.. But if you want to stack dots, feel free to do so.
1. Its far more present on the WD. For exemple, he has like 4 hidden summon skills among his attack skills. No class has such thing. well I don't really know about the monk since i've not played around with him much, but in the Wiz, the Barb and the DH cases it happens only really rarely cases.
2. I would like at least two more permanent summons and 3 or 4 skills that is based on summon interaction. I kno they didn't want the Wd to be a really summon guy, but imo he feels a little "empty". His sorta like a wizard with a few tank pets and strong CC but ackward damage abilities.
3. Messing around in spreedsheets, I found his damage quite low if you don't count on DoTs. Sure there might be some great builds that does not stack those effects, but your options for good damage are quite slim if you refuse to use acid cloud + another dot ability + instant damage ability.
Usually his instant damage skills have really low damage compered to other classes, basically because he can reach much higher damage if he chooses too stack dots.
mmm...I don't see any weapon wielding skill, like old Necromancer Poison dagger ....seems to me WD has no melee at all...at least as far as I can understand.
mmm...I don't see any weapon wielding skill, like old Necromancer Poison dagger ....seems to me WD has no melee at all...at least as far as I can understand.
"Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands." -blizz
yes he doesnt have any specific melee skills but that doenst mean he cant still melee mobs when they are low on health or still stay real close in combat
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
That's an interesting build.
Spirit Walk + Crimson seems a valid choice, should allow the player both damage dealing and tactical positioning.
If I get it right you aimed to obtain more healing orbs to increase survivability and intelligence (nice active-passive synergy), you have pets who can act as shields if needed as well as deal some damage, also you should recover resources and lower cooldowns while killing. Soul harvest boost your damage and at the same time act as an AoE spell.
you picked up firebats to have at least one ranged attack? anything else I've missed to spot?
I really like to discuss builds!
back to melee: I would have appreciated at least one "weapon wielding" skill or at least a weapon enchant+normal attack combo, it would add to the character imo.
But WD is my favourite character so far and definitely the first I'm going to play.
That's an interesting build.
Spirit Walk + Crimson seems a valid choice, should allow the player both damage dealing and tactical positioning.
If I get it right you aimed to obtain more healing orbs to increase survivability and intelligence (nice active-passive synergy), you have pets who can act as shields if needed as well as deal some damage, also you should recover resources and lower cooldowns while killing. Soul harvest boost your damage and at the same time act as an AoE spell.
you picked up firebats to have at least one ranged attack? anything else I've missed to spot?
I really like to discuss builds!
back to melee: I would have appreciated at least one "weapon wielding" skill or at least a weapon enchant+normal attack combo, it would add to the character imo.
But WD is my favourite character so far and definitely the first I'm going to play.
yep you hit it right on the head. took me a while to come up with that build and you can change a couple things to your liking and it still works. my favorite thing about it is the HUGE dmg bonus from gruesome feast passive + soul harvest. which will super increase killing speed ergo making all CD's reduce even faster.
and right now intelligence also increases health from globes and with all my skill dmg reduction so all im gonna do is stack int to have absolutely insane damage and with health globes everywhere healing me and my pets for a ton ill never die! muahaha
i would also really like a melee based skill for the WD, but i doubt they'll add anything like that. :/
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I have found the WD early skills to be very uninspiring from beta play. WD is certainly the easiest class to cruise through with though as you really can let the pets do the work.
As others have said; some melee focused skills would be nice - to tie into the build diversity. But otherwise until we see runes; it's kind of hard to say.
ya exactly. as far as i can tell all the best WD spells become active after 13 lol
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
mmm...I don't see any weapon wielding skill, like old Necromancer Poison dagger ....seems to me WD has no melee at all...at least as far as I can understand.
I would like to see better melee gear for the WD. I mean, I play melee with him if I get the chance. Supported by zombie dogs.
I don't like how the WD has no free spells, unlike all other classes. I heard that this is already changed in some way, although not reflected in the skill calculator. The other thing that I'm not all on board about is the fact that the WD doesn't seem to have any really hard-hitting spells like some other classes (e.g., meteor, earthquake). Maybe these just don't fit into the WD playing style, but it's one thing that I could see as being a drawback when playing with other classes.
I don't like how the WD has no free spells, unlike all other classes. I heard that this is already changed in some way, although not reflected in the skill calculator. The other thing that I'm not all on board about is the fact that the WD doesn't seem to have any really hard-hitting spells like some other classes (e.g., meteor, earthquake). Maybe these just don't fit into the WD playing style, but it's one thing that I could see as being a drawback when playing with other classes.
the WD has mana which starts at max and increases with level and has a decent recovery rate, he also has TONS of mana regen passives/skills making it very easy to have never ending mana.
read all the skills and rune effects. these are his hard hitting skills. and if you do the math, they are insanely hard hitting. 910% wpn dmg from spirit walk, 273% from soul harvest, 800% from sacrifice (w/ 4 zombie dogs), 273% per second from fire bats, 195% from toads.
I would like to see skills with more punch! Like firebomb!
Haunt, plague frogs, zombie charger they are great skills, but, they lack some "kaboom" effect.
Well, thats my two pennies...
To answer your question. I don't like having multiple micro damage for pvp. Although it is as much effiecient in Pve to have slow high damage or quick low damage. The dps stays the same in fact. As our spells are far to be super high damage if you put WD next to barb by example, I wish we had some cooldown with high hit to 'burst' so far we have spirit walk with crimson. this one is amazing but i feel it will be nerf soon. How I still love that class for its originality and definitely going to play it.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
2. He has a small amount of summons and just one skill to interact with summons. I think it's kinda boring, i was specting more summon management.
3. Stacking multiple dots is boring gameplay imo.
1. That applies to all classes.
2. I disagree, 4 dogs + gargauntan + spectre + mother spider + fetish army is plenty of summons.(Granted, only 5 are permanent, the other 3 last long enough to warrant a 'summon' as we know it.) - Also, passive that summons more summons for 60 seconds each, check passive.
http://us.battle.net/d3/en/calculator/witch-doctor#iWbhP!Wf!aY
3. This is true.. but most builds dont even have dots, including mine.. But if you want to stack dots, feel free to do so.
too much of that jimson weed in between fights
1. Its far more present on the WD. For exemple, he has like 4 hidden summon skills among his attack skills. No class has such thing. well I don't really know about the monk since i've not played around with him much, but in the Wiz, the Barb and the DH cases it happens only really rarely cases.
2. I would like at least two more permanent summons and 3 or 4 skills that is based on summon interaction. I kno they didn't want the Wd to be a really summon guy, but imo he feels a little "empty". His sorta like a wizard with a few tank pets and strong CC but ackward damage abilities.
3. Messing around in spreedsheets, I found his damage quite low if you don't count on DoTs. Sure there might be some great builds that does not stack those effects, but your options for good damage are quite slim if you refuse to use acid cloud + another dot ability + instant damage ability.
Usually his instant damage skills have really low damage compered to other classes, basically because he can reach much higher damage if he chooses too stack dots.
"Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies from afar, they are also more than capable of slaying weakened foes with their own hands." -blizz
this is about the build i would use as a melee WD or i guess "close combat" WD: http://us.battle.net/d3/en/calculator/witch-doctor#UYghVb!Sca!ZaaYYY
yes he doesnt have any specific melee skills but that doenst mean he cant still melee mobs when they are low on health or still stay real close in combat
Spirit Walk + Crimson seems a valid choice, should allow the player both damage dealing and tactical positioning.
If I get it right you aimed to obtain more healing orbs to increase survivability and intelligence (nice active-passive synergy), you have pets who can act as shields if needed as well as deal some damage, also you should recover resources and lower cooldowns while killing. Soul harvest boost your damage and at the same time act as an AoE spell.
you picked up firebats to have at least one ranged attack? anything else I've missed to spot?
I really like to discuss builds!
back to melee: I would have appreciated at least one "weapon wielding" skill or at least a weapon enchant+normal attack combo, it would add to the character imo.
But WD is my favourite character so far and definitely the first I'm going to play.
yep you hit it right on the head. took me a while to come up with that build and you can change a couple things to your liking and it still works. my favorite thing about it is the HUGE dmg bonus from gruesome feast passive + soul harvest. which will super increase killing speed ergo making all CD's reduce even faster.
and right now intelligence also increases health from globes and with all my skill dmg reduction so all im gonna do is stack int to have absolutely insane damage and with health globes everywhere healing me and my pets for a ton ill never die! muahaha
i would also really like a melee based skill for the WD, but i doubt they'll add anything like that. :/
ya exactly. as far as i can tell all the best WD spells become active after 13 lol
I would like to see better melee gear for the WD. I mean, I play melee with him if I get the chance. Supported by zombie dogs.
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Totally agree !
the WD has mana which starts at max and increases with level and has a decent recovery rate, he also has TONS of mana regen passives/skills making it very easy to have never ending mana.
please look at these http://us.battle.net...UTVZ!gUY!aaZZYZ
read all the skills and rune effects. these are his hard hitting skills. and if you do the math, they are insanely hard hitting. 910% wpn dmg from spirit walk, 273% from soul harvest, 800% from sacrifice (w/ 4 zombie dogs), 273% per second from fire bats, 195% from toads.
other mana regen skills: http://us.battle.net/d3/en/calculator/witch-doctor#SacWei!c.X!bbbbbb