This discussion reminds me of my very first character in Diablo2, a summoning druid. This character did good on normal, and OK on nightmare, but when I got to hell it was a completely different story. The creatures in hell would literally one shot my wolves, and 2-3 shot my bear every single time. The only means for me to kill things was to continue to spam pets as a diversion as I tried desperately to use my weak spells to kill the mobs. Well needless to say it took forever to kill even the weakest of monsters, and near impossible to kill anything else. The character was a complete and utter failure, and with much regret was demoted to mule status fairly quickly after reaching Hell. Sadly, no one told me that the summoning druid wasn't a viable spec, and there was no way for me to know it either.
Anyways, back to D3.
The WD in a lot of ways is exactly like that summon druid. He relies on pets to soak up dmg, and for some extent deal dmg, whilst he safely sits back and shoots his spells. Now could a summoning druid in D2 kill things w/o pets? Sure to some extent, but not really effectively. So I just have to ask the people in this thread, what makes you think this will be any different? If the WD, a class largely balanced around using pets, has his pets die instantly, then how do you expect him to be viable in inferno?
You may argue that you have some better tools to fight w/o pets, and that is likely true. However, my summoning druid didnt have a cooldown on his pets either. Even if all my pets died, I could easily get them back, and I wouldn't have dared made a pull w/o max pets out. After all, even if they did got one shotted, they acted as meat shields to slow down the enemy some.
comparing the epically fail pets of D2 to D3 is not an argument. there are LOADS of fail skills/system in D2 that were completely obliterated in D3 BECAUSE they were fail. the summoning druid was literally THE most fail skill tree in D2.... epic /facepalm for using that as your example.
this isnt D2. theres over a dozen massive changes, the most important one being the new skill system with infinitely more useful/viable skills.
The WD is essentially identical to the summoning druid. I am not saying the WD is an impotent as the summoning druid, but the play-style, which is the synergy of the analogy, is essentially the exact same.
It was a perfect analogy, you are just being overly protective of your favorite spec. I am actually on your side, that question was actually meant for the people arguing that pets would die instantly.
If pets die instantly, then how could a playing style such as a summon druid work? The simple answers is it cannot.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
The WD is essentially identical to the summoning druid. I am not saying the WD is an impotent as the summoning druid, but the play-style, which is the synergy of the analogy, is essentially the exact same.
It was a perfect analogy, you are just being overly protective of your favorite spec. I am actually on your side, that question was actually meant for the people arguing that pets would die instantly.
If pets die instantly, then how could a playing style such as a summon druid work? The simple answers is it cannot.
look at my edit^
made a good argument for dogs dying quickly. but ya i feel you. the summoning druid was still epic fail city in D2 though. even with x25 to summon skills. 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
Psh, dogs wont die. With the templar (Or similarly with a monk) your dogs gain like 900 hp per second. Pretty much a monster has to eat through 6300 hp a second to even reduce the hp of your party. Of course they can focus you down, but that's why you have defensive skills and your pets don't.
Psh, dogs wont die. With the templar (Or similarly with a monk) your dogs gain like 900 hp per second. Pretty much a monster has to eat through 6300 hp a second to even reduce the hp of your party. Of course they can focus you down, but that's why you have defensive skills and your pets don't.
I thought the dogs had individual health?!
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Psh, dogs wont die. With the templar (Or similarly with a monk) your dogs gain like 900 hp per second. Pretty much a monster has to eat through 6300 hp a second to even reduce the hp of your party. Of course they can focus you down, but that's why you have defensive skills and your pets don't.
idk how life regen gear will be at 60. but you can also get the passive to transfer all thorn dmg/regen effects to your pets also. and the healing rune too. and if hex golden heals your whole group for a good amount. id definitely go all out on the healing when i first enter inferno and with better gear and getting the feel for it ill focus more on dmg.
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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
It should definitely be noted, that although some of the percentages were changed (mostly nurfed), the skills and runes are not new. They are just accessable at an earlier time than the past iteration would allow. This seems to be a common misconception as I've heard many people on TS over the last week saying "I love the new rune effects!" which is flat out wrong.
The big unknown, is that according to the last iteration, runestone skill effects would change and get flashier the higher runestone rank you used. Will that be implemented now still in some way? Nobody who doesn't work for Blizzard knows the answer afaik.
It should definitely be noted, that although some of the percentages were changed (mostly nurfed), the skills and runes are not new. They are just accessable at an earlier time than the past iteration would allow. This seems to be a common misconception as I've heard many people on TS over the last week saying "I love the new rune effects!" which is flat out wrong.
The big unknown, is that according to the last iteration, runestone skill effects would change and get flashier the higher runestone rank you used. Will that be implemented now still in some way? Nobody who doesn't work for Blizzard knows the answer afaik.
We do know, there are no rune items anymore, therefore there are no ranks.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
We do know, there are no rune items anymore, therefore there are no ranks.
Thats not what I was saying, I was talking about the visual aspect that was planned with the last iteration compared to now. Unless you work for Blizzard I doubt you know whether the visuals will increase with level now (as opposed to rank previously). But if you do, a link to a source would be appreciated.
We do know, there are no rune items anymore, therefore there are no ranks.
Thats not what I was saying, I was talking about the visual aspect that was planned with the last iteration compared to now. Unless you work for Blizzard I doubt you know whether the visuals will increase with level now (as opposed to rank previously). But if you do, a link to a source would be appreciated.
there was never any indication that the spells visual effects would increase with level. at least i never saw any posts from blizzard stating this. only that their power/dmg/duration would increase. the only visual effect in the game that increased with level was the weapon enchants, they became more visual on your weapon the higher the level.
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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
We do know, there are no rune items anymore, therefore there are no ranks.
Thats not what I was saying, I was talking about the visual aspect that was planned with the last iteration compared to now. Unless you work for Blizzard I doubt you know whether the visuals will increase with level now (as opposed to rank previously). But if you do, a link to a source would be appreciated.
there was never any indication that the spells visual effects would increase with level. at least i never saw any posts from blizzard stating this. only that their power/dmg/duration would increase. the only visual effect in the game that increased with level was the weapon enchants, they became more visual on your weapon the higher the level.
Yeah, I'm pretty sure there were blue posts or tweets speaking of how they wanted the effects to increase in "flair" the higher ranked they got. I don't have any links atm, but I'll try to find some tomorrow.
Whats up with groping eels dmg? Its go all low from 46% to a wooping 81% depening on MH and OH setup.
Had a double handed something with did nice dmg 17, but my eels only then did 46%. Just killed SK again and got a 16.4 magic dagger and equipped my old oh mojodojo stuff and now the eels do 81. The old calculator on d3 site shows that the eels can do 104% is it still possible to achive this?
The WD is essentially identical to the summoning druid. I am not saying the WD is an impotent as the summoning druid, but the play-style, which is the synergy of the analogy, is essentially the exact same.
It was a perfect analogy, you are just being overly protective of your favorite spec. I am actually on your side, that question was actually meant for the people arguing that pets would die instantly.
If pets die instantly, then how could a playing style such as a summon druid work? The simple answers is it cannot.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
look at my edit^
made a good argument for dogs dying quickly. but ya i feel you. the summoning druid was still epic fail city in D2 though. even with x25 to summon skills. lol
I thought the dogs had individual health?!
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
idk how life regen gear will be at 60. but you can also get the passive to transfer all thorn dmg/regen effects to your pets also. and the healing rune too. and if hex golden heals your whole group for a good amount. id definitely go all out on the healing when i first enter inferno and with better gear and getting the feel for it ill focus more on dmg.
Edit: Didnt find one there, he has wizard, barb, and DH.
I found this via Google though,
http://www.youtube.com/watch?v=CvBAtCtT7_M
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
The big unknown, is that according to the last iteration, runestone skill effects would change and get flashier the higher runestone rank you used. Will that be implemented now still in some way? Nobody who doesn't work for Blizzard knows the answer afaik.
We do know, there are no rune items anymore, therefore there are no ranks.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Thats not what I was saying, I was talking about the visual aspect that was planned with the last iteration compared to now. Unless you work for Blizzard I doubt you know whether the visuals will increase with level now (as opposed to rank previously). But if you do, a link to a source would be appreciated.
there was never any indication that the spells visual effects would increase with level. at least i never saw any posts from blizzard stating this. only that their power/dmg/duration would increase. the only visual effect in the game that increased with level was the weapon enchants, they became more visual on your weapon the higher the level.
Yeah, I'm pretty sure there were blue posts or tweets speaking of how they wanted the effects to increase in "flair" the higher ranked they got. I don't have any links atm, but I'll try to find some tomorrow.
edit:
This link is more vague-
http://us.blizzard.com/diablo3/world/systems/runestones.xml
the part of note is:
"the higher a runestone’s rank, the more dramatic its effect on the skill"
This link isn't "proof" but it supports what I originally thought-
http://kotaku.com/5805621/diablo-iiis-skill transforming-runestone-system-in-action/gallery/1
"Runestones come in different power ranks as well, with their special effects becoming more pronounced as the power level increases." - this article was written in '11
I'll try to find factual info I can give a link for tomorrow like I said before.
it does more with a one handed weapon because your wpn has lower dmg but is quicker. and the skill calc hasnt been updated with the new changes yet
Cheers!