so y0u may be thinking "wtf mana issues". for anyone who has tested skills in the beta after Patch 13 you know there is no issue. mana costs on skills do NOT increase with level. at lvl 1 Plague of Toads costs 21 mana and at lvl 13 it STILL costs 21 mana. i just tested it and i sat there for literally a full minute holding down plague of toads and my mana wasnt even 2/3rds gone. so 30% increase to go from 21 mana to 27 mana a cast isnt going to make it unspammable by any means and thats with zero help from gear. and with 40% increased dmg the rain will bring the pain.
got that hex for CC and healz yo. grasp of the dead for more CC bro. and spider queen with 40% increased dmg to trolololo. dogs heal. jungle fort for defense. ect ect.
I like it.
Though I think you may have to be a little conservative when casting Corpse Spiders (Spider Queen), because of the 62 mpc (mana per cast, yea I pioneered that). Just don't miss.
I like it.
Though I think you may have to be a little conservative when casting Corpse Spiders (Spider Queen), because of the 62 mpc (mana per cast, yea I pioneered that). Just don't miss.
well yea it lasts for 15 seconds so i have plenty of time till i recast it. since you can only have one at a time theres no point in recasting except to reposition it in certain situations. your max mana at 60 will be like 800ish so 63 mana even every 5-7 seconds is still fine
mpc is win.
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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
Mana would be a bit of struggle here, but I like the build very much.
I can't believe some of the WD passives. So strong (which is why I think he can sometimes be underrated).
Your passives stack to:
Pets: +20 damage dealt, -20 damage taken (plus the life gain from the Zdogs!)
WD: +20 damage dealt, -20 damage taken (plus the hex heal!)
Yes he would be one toughhhh WD. Nice work!
thank you sir. but as i said mana wont be an issue even without help from gear since PoT is so cheap to cast. with 25 mana/sec and it costing 27 you only lose 2 mana per second at 1 attack/sec cast rate. and even if you can attack 1.5 times a second your only losing 15 mana a second. and with a pool of 800+ mana.... you see my point? . the WD gets heals from the dogs too
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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'm gonna repeat myself in this thread because I gotta try to raise awareness so I don't have to keep facepalming when I read a really really painful misconception:
Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. Crude example: 100 mana, regenerating at 10 mana per second. As you progress through the game, your mana pool will incrase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
PLEASE do what you can to let other WDs know this when they post their builds, because it makes my head hurt to look at some of these builds. Jay Wilson said that they purposely did mana this way so that new players won't have to worry so much about resource management with the WD so early in the game.
Other classes have it easy - their resource costs can stay the same all game. The mana costs of the WD's spells increase dramatically over time. That's why one of Soul Siphon's runes returns about 4000 mana per enemy affected. You really think it'd return 20000+ mana if all your spells costed as much as the build calc says? Endgame, Plague of Toads (without the Toad Affinity rune) is probably going to cost a few HUNDRED mana and you WILL feel that +30% cost from Pierce the Veil.
I'm gonna repeat myself in this thread because I gotta try to raise awareness so I don't have to keep facepalming when I read a really really painful misconception:
Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. Crude example: 100 mana, regenerating at 10 mana per second. As you progress through the game, your mana pool will incrase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
PLEASE do what you can to let other WDs know this when they post their builds, because it makes my head hurt to look at some of these builds. Jay Wilson said that they purposely did mana this way so that new players won't have to worry so much about resource management with the WD so early in the game.
Other classes have it easy - their resource costs can stay the same all game. The mana costs of the WD's spells increase dramatically over time. That's why one of Soul Siphon's runes returns about 4000 mana per enemy affected. You really think it'd return 20000+ mana if all your spells costed as much as the build calc says? Endgame, Plague of Toads (without the Toad Affinity rune) is probably going to cost a few HUNDRED mana and you WILL feel that +30% cost from Pierce the Veil.
Zomg. You're very mistaken.
After Patch 13. WD spells no longer scale with level. You're preaching to the choir.
The only thing that increases with level is your base mana.
I'm gonna repeat myself in this thread because I gotta try to raise awareness so I don't have to keep facepalming when I read a really really painful misconception:
Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. Crude example: 100 mana, regenerating at 10 mana per second. As you progress through the game, your mana pool will incrase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
PLEASE do what you can to let other WDs know this when they post their builds, because it makes my head hurt to look at some of these builds. Jay Wilson said that they purposely did mana this way so that new players won't have to worry so much about resource management with the WD so early in the game.
Other classes have it easy - their resource costs can stay the same all game. The mana costs of the WD's spells increase dramatically over time. That's why one of Soul Siphon's runes returns about 4000 mana per enemy affected. You really think it'd return 20000+ mana if all your spells costed as much as the build calc says? Endgame, Plague of Toads (without the Toad Affinity rune) is probably going to cost a few HUNDRED mana and you WILL feel that +30% cost from Pierce the Veil.
Zomg. You're very mistaken.
After Patch 13. WD spells no longer scale with level. You're preaching to the choir.
The only thing that increases with level is your base mana.
maybe you should....
this^
its VERY VERY painful for me and wafflez to post builds after so many hours of research and have people post 5 paragraphs of nonesense about shit they know absolutely NOTHING about. like he said, ONLY mana scales with level not mana costs, plague of toads cost 21 mana at lvl 1 and lvl 13 and will continue to cost 21 until 60. look at the skill calc, those are all skills at 60 and its 21. and with the 30% increase from pierce of the veil itll be 27. like i said.
i'd say without a doubt im the lead in most knowledgeable about the WD and all of his skills and how to build him in the most ways with wafflez a close second. theres a guy named madvking and hes the most knowleagable on the barbarian and i havent spent enough time in the other 3 to know whos the main researcher on those but ya man other people may not know wtf they are talking about but we sure as hell do. no worries man. *and now you know*
Does anybody know the basic size of the manapool and the basic regeneration on level 60?
the WD starts with 150 mana, i have 270 mana at lvl 13. it increases by 10 mana per level and your regeneration is 25 mana per second from lvl 1 to lvl 60.
so 10 mana x 47 more levels. 470 + 270 = 740 mana at max level.
and all the skills on the skill calc cost the same mana in game. from lvl 1 to lvl 13
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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
Seriously though nice build, I might change up hex with something else possibly big bad voodoo (does boogie man add extra dogs beyond 3?) and any rune could be used, more mana gain, life gain, damage, or longer duration would all be badass for your pets... well except the mana gain. I don't think spamming hex would be very mana efficient way of boosting damage, only downfall with voodoo is the cool down. I think using grasp and toads will be occupying most of your casting time, voodoo would be a nicer buff considering time allocated to casting IMO.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Seriously though nice build, I might change up hex with something else possibly big bad voodoo (does boogie man add extra dogs beyond 3?) and any rune could be used, more mana gain, life gain, damage, or longer duration would all be badass for your pets... well except the mana gain. I don't think spamming hex would be very mana efficient way of boosting damage, only downfall with voodoo is the cool down. I think using grasp and toads will be occupying most of your casting time, voodoo would be a nicer buff considering time allocated to casting IMO.
the max dogs with any skill is 3 unless u have zombie handler then its 4. you cant get beyond that at any one time. :D. sadly.... lol. an army of dogs would be sick. well i dont like the huge 2 min CD of BBVD i like consistency and with hex you can have a 80% up time (8 second duration, 10 second CD) and there be chickens everywhere bro. but actually i picked hex more for the healing. hopefully he heals that 3500 at least twice before disappearing. its a little bit of CC, little bit of a dmg boost and a little bit of healing. so all around utility spell i throw into the rotation to help.
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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
Chickens everywhere yes, having to individually click on each one no so annoying I like facepalm clicking general area kind of thing. The healing would be nice, does that include pets, if not meh. In either case that can still be swapped for other utility moves, so many options, mass hysteria, zombie wall... I just like Voodoo because I want more boss utility, that just me. Plus with your dogs healing (granted it won't be much) do you really need the extra healing; you have enough meat shields you shouldn’t be getting hit much.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Chickens everywhere yes, having to individually click on each one no so annoying I like facepalm clicking general area kind of thing. The healing would be nice, does that include pets, if not meh. In either case that can still be swapped for other utility moves, so many options, mass hysteria, zombie wall... I just like Voodoo because I want more boss utility, that just me. Plus with your dogs healing (granted it won't be much) do you really need the extra healing; you have enough meat shields you shouldn’t be getting hit much.
individually click? click the hex spell anywhere and it summons a tiny shaman next to you who randomly turns guys into chickens on his own and randomly heals my group. did you not test it in the beta? lol. zombie wall has such a long CD compared to how long it lasts. i would only take it if i had grave injustice. and this build isnt a boss killing build. id switch some things before a boss fight definitely. healing from dogs is pretty dang low since their dmg got nerfed so i think ill need all the healing i can get. i made this build with inferno in mind and as blizzard has said some mobs in inferno will strait up ignore your pets and run for you so i do count on being hit a bit thats why i got all the healing n dmg reduction.
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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
individually click? click the hex spell anywhere and it summons a tiny shaman next to you who randomly turns guys into chickens on his own and randomly heals my group. did you not test it in the beta? lol. zombie wall has such a long CD compared to how long it lasts. i would only take it if i had grave injustice. and this build isnt a boss killing build. id switch some things before a boss fight definitely. healing from dogs is pretty dang low since their dmg got nerfed so i think ill need all the healing i can get. i made this build with inferno in mind and as blizzard has said some mobs in inferno will strait up ignore your pets and run for you so i do count on being hit a bit thats why i got all the healing n dmg reduction.
I didn't know about the monsters ignoring the pets that’s friggen intense!!! Still grasp should take care of that just with some kiting no issue I didn't get that far with the WD yet I was so happy with him by level 5 haha, I'm hoping to work on him some more on Wednesday! Well then, I suppose I may take Hex after all I just add boss utility because I want to minimize switching skills because I'm l33t haha
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Well, Plague of Toads seems pretty underpriced then, as a "secondary skill". But looking at Toad Affinity it might be to compensate the difficulty to aim with it.
well rain of toads is aimable. its like a cloud that appears over a spot u click on and instantly starts raining down toads. the other 4 runes are in fact random. so rain of toads is the best IMO if used right.
I didn't know about the monsters ignoring the pets that’s friggen intense!!! Still grasp should take care of that just with some kiting no issue I didn't get that far with the WD yet I was so happy with him by level 5 haha, I'm hoping to work on him some more on Wednesday! Well then, I suppose I may take Hex after all I just add boss utility because I want to minimize switching skills because I'm l33t haha
ya its insane they will completely ignore them. even with 3-4 dogs , garg and templar you will still have to kite in inferno. hex just stinks in the beta because he will only hex 1-2 guys and then poof even tho he does it on his own. but once you get the healing and he does both itll be decent. since mobs die so easily and effortlessly in the beta i wouldnt really use hex until i got to hell or maybe even not until inferno depending on how fast im killing. but when it takes 15-20 seconds to clear a room those hexed targets n healing will REALLY count for something.
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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'm gonna repeat myself in this thread because I gotta try to raise awareness so I don't have to keep facepalming when I read a really really painful misconception:
Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. Crude example: 100 mana, regenerating at 10 mana per second. As you progress through the game, your mana pool will incrase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
PLEASE do what you can to let other WDs know this when they post their builds, because it makes my head hurt to look at some of these builds. Jay Wilson said that they purposely did mana this way so that new players won't have to worry so much about resource management with the WD so early in the game.
Other classes have it easy - their resource costs can stay the same all game. The mana costs of the WD's spells increase dramatically over time. That's why one of Soul Siphon's runes returns about 4000 mana per enemy affected. You really think it'd return 20000+ mana if all your spells costed as much as the build calc says? Endgame, Plague of Toads (without the Toad Affinity rune) is probably going to cost a few HUNDRED mana and you WILL feel that +30% cost from Pierce the Veil.
Zomg. You're very mistaken.
After Patch 13. WD spells no longer scale with level. You're preaching to the choir.
The only thing that increases with level is your base mana.
maybe you should....
this^
its VERY VERY painful for me and wafflez to post builds after so many hours of research and have people post 5 paragraphs of nonesense about shit they know absolutely NOTHING about. like he said, ONLY mana scales with level not mana costs, plague of toads cost 21 mana at lvl 1 and lvl 13 and will continue to cost 21 until 60. look at the skill calc, those are all skills at 60 and its 21. and with the 30% increase from pierce of the veil itll be 27. like i said.
i'd say without a doubt im the lead in most knowledgeable about the WD and all of his skills and how to build him in the most ways with wafflez a close second. theres a guy named madvking and hes the most knowleagable on the barbarian and i havent spent enough time in the other 3 to know whos the main researcher on those but ya man other people may not know wtf they are talking about but we sure as hell do. no worries man. *and now you know*
Like I said - then why does the Swallow Your Soul rune for Soul Harvest return over FOUR THOUSAND mana per enemy affected?
The mana costs HAVE to scale, otherwise why on earth would ANYONE take passives like Spiritual Attunement or Vision Quest? You'd have to work VERY HARD to run out of mana even without those passives.
I'm sorry, but there's just NO WAY that Blizzard would design the WD like that. The reason why Mana is the way it is is to give WD's two options:
1) Pace yourself and have mana for the whole fight.
2) Blow it all at once for tons of damage if you need to, but leave yourself more exposed because you have no mana.
Blizzard isn't going to let all your stuff STAY really cheap while giving you even MORE base mana in your globe.
I should also mention items that affect your base Mana Regen - the game will have those, too. Do you honestly expect your mana costs to stay so paltry even at level 60?
If you'd like, we could bookmark this for future reference when the game comes out, because I'd love to be wrong - I'd love to just take Pierce the Veil on every build and spam spells all day without worrying about running out of mana - but I don't think that's going to be the case.
please go back and read the thread. and click on that link. it doesnt return 4k mana anymore. its 24.
im in the beta. are you? every spell costs the EXACT same at level 1 and at lvl 13. it does not scale anymore. the lower tier skills are designed to be almost infinitely spammable. you will run out of mana real quick trying to spam the higher tier skills. think of the skills like PoT and Psn Dart like the wizards signature spells.
go learn all the changes of P13 and then come back pls. thanks <3
It's clear that my posts show frustration at what I perceived to be ignorance on your part, but come on - 'turdball'? Telling me to 'gtfo' of the forums? Just read your posts again - do you honestly think that's called for? Why can't you guys just try to just INFORM like I did and stick with that, without the hateful language and the image macros?
It's clear that my posts show frustration at what I perceived to be ignorance on your part, but come on - 'turdball'? Telling me to 'gtfo' of the forums? Just read your posts again - do you honestly think that's called for? Why can't you guys just try to just INFORM like I did and stick with that, without the hateful language and the image macros?
sorry man but cmon. its because you just ignored the thread entirely -_-. and regardless of ignoring the thread you shouldnt keep posting on all these WD builds when you didnt even know the massive changes of P13. go mess around with the skill calc n see. everything is wayyy diff then P12. <3 youuuu /hugsies
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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 swear, at the time of my post, I saw 4000+ mana per target on Soul Harvest - that's why I posted what I did.
I DID read your posts - since you knew what was going on and that I didn't, you should know that I was reading them under misinformation. I did spend a lot of time on the skill calc with this new patch - as soon as the updated version went live. I was just still under the impression that mana costs scaled hard and high.
In my mind, the current skill calc reflected the base mana costs of spells, not their costs later in the game. Of course, I realise now that's not correct, but you can see why it would take me a couple explanations to understand the exact nature of the changes. It wasn't until I went did a little more research and realised that your mana pool increases not by the thousands anymore, but by the dozens, that I understood what you meant. With only 'WD mana has received a tuning pass' to go by, I assumed that the costs of spells were tweaked, but that the way the system worked (scaling mana pool and spell costs) remained intact.
Try and find me front-page news on ANY D3 fansite which specifies this change to the way WD mana works.
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so y0u may be thinking "wtf mana issues". for anyone who has tested skills in the beta after Patch 13 you know there is no issue. mana costs on skills do NOT increase with level. at lvl 1 Plague of Toads costs 21 mana and at lvl 13 it STILL costs 21 mana. i just tested it and i sat there for literally a full minute holding down plague of toads and my mana wasnt even 2/3rds gone. so 30% increase to go from 21 mana to 27 mana a cast isnt going to make it unspammable by any means and thats with zero help from gear. and with 40% increased dmg the rain will bring the pain.
got that hex for CC and healz yo. grasp of the dead for more CC bro. and spider queen with 40% increased dmg to trolololo. dogs heal. jungle fort for defense. ect ect.
Alternative for higher survival and lesser mana costs if ur lame: http://us.battle.net...YTcb!Zda!ZacYcZ
just replaced rune on garg for stinker and you got 3 psn AOE abilities to constantly proc bad medicine.
Though I think you may have to be a little conservative when casting Corpse Spiders (Spider Queen), because of the 62 mpc (mana per cast, yea I pioneered that). Just don't miss.
well yea it lasts for 15 seconds so i have plenty of time till i recast it. since you can only have one at a time theres no point in recasting except to reposition it in certain situations. your max mana at 60 will be like 800ish so 63 mana even every 5-7 seconds is still fine
mpc is win.
I can't believe some of the WD passives. So strong (which is why I think he can sometimes be underrated).
Your passives stack to:
Pets: +20 damage dealt, -20 damage taken (plus the life gain from the Zdogs!)
WD: +20 damage dealt, -20 damage taken (plus the hex heal!)
Yes he would be one toughhhh WD. Nice work!
thank you sir. but as i said mana wont be an issue even without help from gear since PoT is so cheap to cast. with 25 mana/sec and it costing 27 you only lose 2 mana per second at 1 attack/sec cast rate. and even if you can attack 1.5 times a second your only losing 15 mana a second. and with a pool of 800+ mana.... you see my point? . the WD gets heals from the dogs too
Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. Crude example: 100 mana, regenerating at 10 mana per second. As you progress through the game, your mana pool will incrase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
PLEASE do what you can to let other WDs know this when they post their builds, because it makes my head hurt to look at some of these builds. Jay Wilson said that they purposely did mana this way so that new players won't have to worry so much about resource management with the WD so early in the game.
Other classes have it easy - their resource costs can stay the same all game. The mana costs of the WD's spells increase dramatically over time. That's why one of Soul Siphon's runes returns about 4000 mana per enemy affected. You really think it'd return 20000+ mana if all your spells costed as much as the build calc says? Endgame, Plague of Toads (without the Toad Affinity rune) is probably going to cost a few HUNDRED mana and you WILL feel that +30% cost from Pierce the Veil.
Zomg. You're very mistaken.
After Patch 13. WD spells no longer scale with level. You're preaching to the choir.
The only thing that increases with level is your base mana.
maybe you should....
this^
its VERY VERY painful for me and wafflez to post builds after so many hours of research and have people post 5 paragraphs of nonesense about shit they know absolutely NOTHING about. like he said, ONLY mana scales with level not mana costs, plague of toads cost 21 mana at lvl 1 and lvl 13 and will continue to cost 21 until 60. look at the skill calc, those are all skills at 60 and its 21. and with the 30% increase from pierce of the veil itll be 27. like i said.
i'd say without a doubt im the lead in most knowledgeable about the WD and all of his skills and how to build him in the most ways with wafflez a close second. theres a guy named madvking and hes the most knowleagable on the barbarian and i havent spent enough time in the other 3 to know whos the main researcher on those but ya man other people may not know wtf they are talking about but we sure as hell do. no worries man. *and now you know*
Info you should know - http://us.battle.net...#bhdWRj!!bZccaZ - all the mana return skills return very LITTLE mana. 10 mana, 24 mana 4 mana 2 mana ect.
the WD starts with 150 mana, i have 270 mana at lvl 13. it increases by 10 mana per level and your regeneration is 25 mana per second from lvl 1 to lvl 60.
so 10 mana x 47 more levels. 470 + 270 = 740 mana at max level.
and all the skills on the skill calc cost the same mana in game. from lvl 1 to lvl 13
Seriously though nice build, I might change up hex with something else possibly big bad voodoo (does boogie man add extra dogs beyond 3?) and any rune could be used, more mana gain, life gain, damage, or longer duration would all be badass for your pets... well except the mana gain. I don't think spamming hex would be very mana efficient way of boosting damage, only downfall with voodoo is the cool down. I think using grasp and toads will be occupying most of your casting time, voodoo would be a nicer buff considering time allocated to casting IMO.
the max dogs with any skill is 3 unless u have zombie handler then its 4. you cant get beyond that at any one time. :D. sadly.... lol. an army of dogs would be sick. well i dont like the huge 2 min CD of BBVD i like consistency and with hex you can have a 80% up time (8 second duration, 10 second CD) and there be chickens everywhere bro. but actually i picked hex more for the healing. hopefully he heals that 3500 at least twice before disappearing. its a little bit of CC, little bit of a dmg boost and a little bit of healing. so all around utility spell i throw into the rotation to help.
individually click? click the hex spell anywhere and it summons a tiny shaman next to you who randomly turns guys into chickens on his own and randomly heals my group. did you not test it in the beta? lol. zombie wall has such a long CD compared to how long it lasts. i would only take it if i had grave injustice. and this build isnt a boss killing build. id switch some things before a boss fight definitely. healing from dogs is pretty dang low since their dmg got nerfed so i think ill need all the healing i can get. i made this build with inferno in mind and as blizzard has said some mobs in inferno will strait up ignore your pets and run for you so i do count on being hit a bit thats why i got all the healing n dmg reduction.
I didn't know about the monsters ignoring the pets that’s friggen intense!!! Still grasp should take care of that just with some kiting no issue I didn't get that far with the WD yet I was so happy with him by level 5 haha, I'm hoping to work on him some more on Wednesday! Well then, I suppose I may take Hex after all I just add boss utility because I want to minimize switching skills because I'm l33t haha
well rain of toads is aimable. its like a cloud that appears over a spot u click on and instantly starts raining down toads. the other 4 runes are in fact random. so rain of toads is the best IMO if used right.
ya its insane they will completely ignore them. even with 3-4 dogs , garg and templar you will still have to kite in inferno. hex just stinks in the beta because he will only hex 1-2 guys and then poof even tho he does it on his own. but once you get the healing and he does both itll be decent. since mobs die so easily and effortlessly in the beta i wouldnt really use hex until i got to hell or maybe even not until inferno depending on how fast im killing. but when it takes 15-20 seconds to clear a room those hexed targets n healing will REALLY count for something.
Like I said - then why does the Swallow Your Soul rune for Soul Harvest return over FOUR THOUSAND mana per enemy affected?
The mana costs HAVE to scale, otherwise why on earth would ANYONE take passives like Spiritual Attunement or Vision Quest? You'd have to work VERY HARD to run out of mana even without those passives.
I'm sorry, but there's just NO WAY that Blizzard would design the WD like that. The reason why Mana is the way it is is to give WD's two options:
1) Pace yourself and have mana for the whole fight.
2) Blow it all at once for tons of damage if you need to, but leave yourself more exposed because you have no mana.
Blizzard isn't going to let all your stuff STAY really cheap while giving you even MORE base mana in your globe.
I should also mention items that affect your base Mana Regen - the game will have those, too. Do you honestly expect your mana costs to stay so paltry even at level 60?
If you'd like, we could bookmark this for future reference when the game comes out, because I'd love to be wrong - I'd love to just take Pierce the Veil on every build and spam spells all day without worrying about running out of mana - but I don't think that's going to be the case.
please go back and read the thread. and click on that link. it doesnt return 4k mana anymore. its 24.
im in the beta. are you? every spell costs the EXACT same at level 1 and at lvl 13. it does not scale anymore. the lower tier skills are designed to be almost infinitely spammable. you will run out of mana real quick trying to spam the higher tier skills. think of the skills like PoT and Psn Dart like the wizards signature spells.
go learn all the changes of P13 and then come back pls. thanks <3
here it is again:
click me >>>>> http://us.battle.net...#bhdWRj!!bZccaZ <<<<<< click me
I see now I am mistaken.
It's clear that my posts show frustration at what I perceived to be ignorance on your part, but come on - 'turdball'? Telling me to 'gtfo' of the forums? Just read your posts again - do you honestly think that's called for? Why can't you guys just try to just INFORM like I did and stick with that, without the hateful language and the image macros?
sorry man but cmon. its because you just ignored the thread entirely -_-. and regardless of ignoring the thread you shouldnt keep posting on all these WD builds when you didnt even know the massive changes of P13. go mess around with the skill calc n see. everything is wayyy diff then P12. <3 youuuu /hugsies
I DID read your posts - since you knew what was going on and that I didn't, you should know that I was reading them under misinformation. I did spend a lot of time on the skill calc with this new patch - as soon as the updated version went live. I was just still under the impression that mana costs scaled hard and high.
In my mind, the current skill calc reflected the base mana costs of spells, not their costs later in the game. Of course, I realise now that's not correct, but you can see why it would take me a couple explanations to understand the exact nature of the changes. It wasn't until I went did a little more research and realised that your mana pool increases not by the thousands anymore, but by the dozens, that I understood what you meant. With only 'WD mana has received a tuning pass' to go by, I assumed that the costs of spells were tweaked, but that the way the system worked (scaling mana pool and spell costs) remained intact.
Try and find me front-page news on ANY D3 fansite which specifies this change to the way WD mana works.