Am I the only one that thinks this is BS and completely screws WDs? Without checking It seems like 70% of our damage dealing abilities deal poison damage. There is no physical resistance in the game and other classes can spread their builds to avoid problems without giving up much. We're expected to take crap flame darts to deal with these while dhs can just stack massive crit and blast away? Spirit barrage?
There's physical resist in the game, I've got some gear with it on there. And yeah, as stated many times by Blizz, some affixes just SUCK for a given class/skill set, but that's the game. And full disclosure here, my main character is a WD too, so I feel your pain, but I honestly hate the Mortar and Shielded affixes a lot more.
Edit: I know you mentioned using fire darts, but have you tried using Zombie Dogs with the fire rune as well? Or the exploding chicken rune for Hex (or even the Jinx rune that makes transformed enemies take more damage)? I know these might not be "optimal" for your build/playstyle, but they would be a way to go.
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
I mean physical resist as a monster affix. I don't think any other class has such a high rate of mobs they just can't kill without a respec. I have 30k dps unbuffed and 500 resist all and act 2 still destroys me to the point where its hard to see this game as anything but unbalanced. I'd take a 30% damage reduction if it meant I have to stay in melee range to do damage. With this crap selection of skills and a bad monster roll its not like I have much choice in the matter.
Well, I hate to say it (and I'm not trying to be a jerk or anything), but if you really feel the the WD is a broken class, maybe you should just set it aside for a bit and roll a new character. I'm guessing that some of the (admittedly valid) complaints that you have will be addressed/fixed in the future, but for now maybe you'd be personally happier playing a Wiz or DH, and then coming back to your WD when/if these issues are taken care of.
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
I'm just venting but I have no clue how blizzard tested inferno. The scaling of the different range classes is completely off while were stuck with ZERO spells that synergize with crit. I remember them saying that they rolled random gear of the right item level. I feel like they were running around with stuff that had +monster exp per kill and pickup range.. If they had taken the time to give every class an optimal set with high damage and resists, maybe they wouldn't have been completely caught off guard with complaining and cheesing in act 2+.
That's why I would reccomend a back-up nuke that does Fire damage, like Dire Bats, Explosive Beast, etc. Or using pets, minions, or even spirit damage.
People recommending pets or, just lol-worthy, Angry Chicken rune simply don't have a clue how Inferno looks like. First will die on one hit without doing damage, second will get you killed instantly. Recommending Burning Dogs is double silly, because even when they do work, their damage is negligible.
The only option is having backup nuke like Haunt or Dire Bats. And yes, we are gimped in current Inf playstyle of 'stack dps, if mob farts on you - die', with DH having so much better dps potential, and Wiz having way more survival with (even nerfed) Arcane Armor. If stacking resist would have noticeable effect, it would be different story. I don't enjoy Mario playstyle so just rerolled Monk so I can actually gear and survive better (I'm also clearing Butcher and Maghda runs with 12k dps monk double as fast than my Splinter-spam 25k Doctor).
I'm just venting but I have no clue how blizzard tested inferno. The scaling of the different range classes is completely off while were stuck with ZERO spells that synergize with crit. I remember them saying that they rolled random gear of the right item level. I feel like they were running around with stuff that had +monster exp per kill and pickup range.. If they had taken the time to give every class an optimal set with high damage and resists, maybe they wouldn't have been completely caught off guard with complaining and cheesing in act 2+.
That's cause they didn't. If you read between the lines, you'd see they admitted that. They tested it and balanced to where their best players thought it was balanced.
Then doubled it. I think when they doubled it, they didn't bother doing anything else in regards to balance. I think they figured they would wait a month or two while the best players sorted out how to handle it, and see what worked/didn't, and go from there.
I just fought a pony champion pack in Inferno Whimsyshire that included Plagued with Extra Life. I was forced to use a certain tree to get them stuck in order to dps them down.
Edit: I know you mentioned using fire darts, but have you tried using Zombie Dogs with the fire rune as well? Or the exploding chicken rune for Hex (or even the Jinx rune that makes transformed enemies take more damage)? I know these might not be "optimal" for your build/playstyle, but they would be a way to go.
The only option is having backup nuke like Haunt or Dire Bats. And yes, we are gimped in current Inf playstyle of 'stack dps, if mob farts on you - die', with DH having so much better dps potential, and Wiz having way more survival with (even nerfed) Arcane Armor. If stacking resist would have noticeable effect, it would be different story. I don't enjoy Mario playstyle so just rerolled Monk so I can actually gear and survive better (I'm also clearing Butcher and Maghda runs with 12k dps monk double as fast than my Splinter-spam 25k Doctor).
That's cause they didn't. If you read between the lines, you'd see they admitted that. They tested it and balanced to where their best players thought it was balanced.
Then doubled it. I think when they doubled it, they didn't bother doing anything else in regards to balance. I think they figured they would wait a month or two while the best players sorted out how to handle it, and see what worked/didn't, and go from there.