Honestly, I keep looking at the skills but I just don't get how they fit together. Is it just me or is there way too little information available for this class?
Wizard, Barb, DH and Monk all have somewhat obvious playstyles and working builds. There may be a quirk here and there to work out but overall they're easy to get.
WD on the other hand I just don't get how were supposed to play? How do you migrate damage? With pets? Do the big frogs tank for you? Do the small spiders tank?
The dogs? The dogs didn't make very good tanks Normal, I'm having big trouble seeing them tank very well in inferno. And also the cooldown doesn't start before all dogs are dead, so if one dog dies and youre left with two of them. You will have to kill the two before you can resummon the dead one, and even if you kill them off cooldown doesn't start till theyre dead so 60 second downtime.
Guargantuan? May work allright, I honestly don't know when I havent tried it.
Confusion? Fetish Army? Horrify? Don't last very long and the cooldown takes forever.
I just don't feel there is enough information available about this class to understand how it's actually going to perform in end-game combat. All the other classes you pretty much know everything you need to about them but this class is just a total mystery to me.
Since we don't know how pet life scales (http://www.diablofans.com/topic/40633-pets-survivability-scaling/page__p__857692#entry857692) or what kind of skills-specific or class-specific gear my alter some of these things, I think it's hard to say. Zombie Dogs might tank better in Hell or Inferno than in beta-available parts of Normal. There are a number of, I think, pet-less builds which may work reasonably as well.
I don't believe that frogs or spiders cause collision.
Witch doctor seems pretty understandable to me. You just are overthinking, or an idiot. Or both. Considering you stated a few false things here. Dog cooldown DOES start after you use it, I remember resummoning my dogs when I only had 2 up in beta.
Witch doctor seems pretty understandable to me. You just are overthinking, or an idiot. Or both. Considering you stated a few false things here. Dog cooldown DOES start after you use it, I remember resummoning my dogs when I only had 2 up in beta.
I might remember wrong then, only did a quick runthrough on my WD in beta. But there is a lot of unexplained stuff such as spiders / frogs that we don't have solid information about. If they take damage, get attacked / killed (aka tank for you) how many times they hit how long they last and so on.
Witch doctor seems pretty understandable to me. You just are overthinking, or an idiot. Or both. Considering you stated a few false things here. Dog cooldown DOES start after you use it, I remember resummoning my dogs when I only had 2 up in beta.
I might remember wrong then, only did a quick runthrough on my WD in beta. But there is a lot of unexplained stuff such as spiders / frogs that we don't have solid information about. If they take damage, get attacked / killed (aka tank for you) how many times they hit how long they last and so on.
i have this information.
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
the frogs hit just once and explode/die/dissapear whatever you want to call it. the spiders hit 2 times each.
tested thoroughly in beta
PS. the WD is by far THE hardest class to use and understand but also has the most potential to be the best so thats why i love him, i dispise easy-to-use characters with very plain laid-out-for-you playstyles. the WD can play in dozens of different ways.
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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 think most of the skills fit excellently together in one build or another, one of the passives keep irking me thou cause I want to figure out a well balanced build with it as one of the cornerstones. Blood Ritual.
Other than that, pick a mindset and a way of playing that suits you.. Without a doubt, the WD has the tools to satisfy you.
blood ritual will actually restore a good amount of life at max level when you have like 100k HP. so thats 1k hp per second. also 15% mana costs from your highest mana costing spells is decent also and you wont even notice it at all from your life because of the 1% per second overriding it
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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
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
pretty sure fetish army can be attacked however there is evidence that Hex and BBV shamans cannot be attacked.
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
pretty sure fetish army can be attacked however there is evidence that Hex and BBV shamans cannot be attacked.
thats the only thing we dont know for sure. since its a 2 min CD skill i dont think they can, because how shitty would that be to use it and have them instantly die? im 99.9% positive they cant be attacked either.
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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
blood ritual will actually restore a good amount of life at max level when you have like 100k HP. so thats 1k hp per second. also 15% mana costs from your highest mana costing spells is decent also and you wont even notice it at all from your life because of the 1% per second overriding it
Yeah I get that, it's just.. I wish it had a higher than 15% life used as mana. With the builds I have in mind for it I could end up needing additional mana reg for it to be effective, when I was hoping to go around on my red all together.
edit1: Kinda blood mage style, you catch my drift?
true. i wish it was back to what it used to be. did u know it used to be 50%? it should be changed back to 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
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
pretty sure fetish army can be attacked however there is evidence that Hex and BBV shamans cannot be attacked.
thats the only thing we dont know for sure. since its a 2 min CD skill i dont think they can, because how shitty would that be to use it and have them instantly die? im 99.9% positive they cant be attacked either.
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
pretty sure fetish army can be attacked however there is evidence that Hex and BBV shamans cannot be attacked.
thats the only thing we dont know for sure. since its a 2 min CD skill i dont think they can, because how shitty would that be to use it and have them instantly die? im 99.9% positive they cant be attacked either.
About wall of zombies runed for creepers? My bet would be that they tank for you since they have a crap damage output but would only last for 5 seconds.
Honestly, I keep looking at the skills but I just don't get how they fit together. Is it just me or is there way too little information available for this class?
Wizard, Barb, DH and Monk all have somewhat obvious playstyles and working builds. There may be a quirk here and there to work out but overall they're easy to get.
WD on the other hand I just don't get how were supposed to play? How do you migrate damage? With pets? Do the big frogs tank for you? Do the small spiders tank?
The dogs? The dogs didn't make very good tanks Normal, I'm having big trouble seeing them tank very well in inferno. And also the cooldown doesn't start before all dogs are dead, so if one dog dies and youre left with two of them. You will have to kill the two before you can resummon the dead one, and even if you kill them off cooldown doesn't start till theyre dead so 60 second downtime.
Guargantuan? May work allright, I honestly don't know when I havent tried it.
Confusion? Fetish Army? Horrify? Don't last very long and the cooldown takes forever.
I just don't feel there is enough information available about this class to understand how it's actually going to perform in end-game combat. All the other classes you pretty much know everything you need to about them but this class is just a total mystery to me.
I don't really see whats so hard to get about the WD. The basic idea is this:
1 direct damage ability and 1 DOT ability
Then, you incorporate most of the time at least 1 CC.
Grasp of the dead, Zombie dogs, Gargantua, Horrify, Hex, Confusion or Giant toad.
Afterwards, if you don't have much CC, you will definetly need an escaping skill: Spirit walk
I cannot really see an inferno build without Spirit walk. This is because it is the only ''get out of trouble'' ability that will work 100% of the time. CC abilities won't work on every mobs and not 100% of the time so they might be more usefull before inferno kicks in since resistances to CC should be lower. I suspect Spirit walk to work great with thorn damage as when you enter the spirit realm, your physical body would return damage (whislt you won't take any since you are in Spirit form).
Finally, you pick utility spells to fill in the blanks.
I cannot really see an inferno build without Spirit walk. This is because it is the only ''get out of trouble'' ability that will work 100% of the time. CC abilities won't work on every mobs and not 100% of the time so they might be more usefull before inferno kicks in since resistances to CC should be lower. I suspect Spirit walk to work great with thorn damage as when you enter the spirit realm, your physical body would return damage (whislt you won't take any since you are in Spirit form).
ignoring your WD building being completely up for debate and can be a lot of different ways not just how you stated it.
if thats true that your physical form still returns dmg when you spirit walk that would be amazing and makes me think a thorn build is even more viable in inferno
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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 cannot really see an inferno build without Spirit walk. This is because it is the only ''get out of trouble'' ability that will work 100% of the time. CC abilities won't work on every mobs and not 100% of the time so they might be more usefull before inferno kicks in since resistances to CC should be lower. I suspect Spirit walk to work great with thorn damage as when you enter the spirit realm, your physical body would return damage (whislt you won't take any since you are in Spirit form).
ignoring your WD building being completely up for debate and can be a lot of different ways not just how you stated it.
if thats true that your physical form still returns dmg when you spirit walk that would be amazing and makes me think a thorn build is even more viable in inferno
Of course, it is all about speculation at this point. But i just find it really plausible for your physical body to return damage. I don't wan't to entrust my life in inferno on CC spells which might not just work well when i really need it. I prefer an escaping ability i could be able to spam (with Grave injustice) to take care of my survivability. If i can couple this great survivability while returning damage, it will definitely be awesome to play. I could escape endlessly while delivering damage thanks to thorns, pets and DOT.
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Wizard, Barb, DH and Monk all have somewhat obvious playstyles and working builds. There may be a quirk here and there to work out but overall they're easy to get.
WD on the other hand I just don't get how were supposed to play? How do you migrate damage? With pets? Do the big frogs tank for you? Do the small spiders tank?
The dogs? The dogs didn't make very good tanks Normal, I'm having big trouble seeing them tank very well in inferno. And also the cooldown doesn't start before all dogs are dead, so if one dog dies and youre left with two of them. You will have to kill the two before you can resummon the dead one, and even if you kill them off cooldown doesn't start till theyre dead so 60 second downtime.
Guargantuan? May work allright, I honestly don't know when I havent tried it.
Confusion? Fetish Army? Horrify? Don't last very long and the cooldown takes forever.
I just don't feel there is enough information available about this class to understand how it's actually going to perform in end-game combat. All the other classes you pretty much know everything you need to about them but this class is just a total mystery to me.
I don't believe that frogs or spiders cause collision.
I might remember wrong then, only did a quick runthrough on my WD in beta. But there is a lot of unexplained stuff such as spiders / frogs that we don't have solid information about. If they take damage, get attacked / killed (aka tank for you) how many times they hit how long they last and so on.
i have this information.
the ONLY pets that are attackable by mobs are the garg and dogs, the rest are not attackable and therefor dont tank for you. there is some evidence that when casting tons of spiders that they kind of effect enemy pathing but thats it, the mobs completely ignore them.
the frogs hit just once and explode/die/dissapear whatever you want to call it. the spiders hit 2 times each.
tested thoroughly in beta
PS. the WD is by far THE hardest class to use and understand but also has the most potential to be the best so thats why i love him, i dispise easy-to-use characters with very plain laid-out-for-you playstyles. the WD can play in dozens of different ways.
blood ritual will actually restore a good amount of life at max level when you have like 100k HP. so thats 1k hp per second. also 15% mana costs from your highest mana costing spells is decent also and you wont even notice it at all from your life because of the 1% per second overriding it
pretty sure fetish army can be attacked however there is evidence that Hex and BBV shamans cannot be attacked.
thats the only thing we dont know for sure. since its a 2 min CD skill i dont think they can, because how shitty would that be to use it and have them instantly die? im 99.9% positive they cant be attacked either.
true. i wish it was back to what it used to be. did u know it used to be 50%? it should be changed back to that.
lol im not hatin. oh damn that sucks. thats good to know thanks but thats really dumb that they can be attacked IMO
About wall of zombies runed for creepers? My bet would be that they tank for you since they have a crap damage output but would only last for 5 seconds.
I don't really see whats so hard to get about the WD. The basic idea is this:
1 direct damage ability and 1 DOT ability
Then, you incorporate most of the time at least 1 CC.
Grasp of the dead, Zombie dogs, Gargantua, Horrify, Hex, Confusion or Giant toad.
Afterwards, if you don't have much CC, you will definetly need an escaping skill: Spirit walk
I cannot really see an inferno build without Spirit walk. This is because it is the only ''get out of trouble'' ability that will work 100% of the time. CC abilities won't work on every mobs and not 100% of the time so they might be more usefull before inferno kicks in since resistances to CC should be lower. I suspect Spirit walk to work great with thorn damage as when you enter the spirit realm, your physical body would return damage (whislt you won't take any since you are in Spirit form).
Finally, you pick utility spells to fill in the blanks.
ignoring your WD building being completely up for debate and can be a lot of different ways not just how you stated it.
if thats true that your physical form still returns dmg when you spirit walk that would be amazing and makes me think a thorn build is even more viable in inferno
Of course, it is all about speculation at this point. But i just find it really plausible for your physical body to return damage. I don't wan't to entrust my life in inferno on CC spells which might not just work well when i really need it. I prefer an escaping ability i could be able to spam (with Grave injustice) to take care of my survivability. If i can couple this great survivability while returning damage, it will definitely be awesome to play. I could escape endlessly while delivering damage thanks to thorns, pets and DOT.