Changelog for expansion: "Vampire Bats : Gain 2.5% of damage done by the bats as LifeFirebats no longer has a channeling cost."
No more +2.5% lifesteal.
This may change in future, or not. I sure hope it changes or I'll have to resort to the other Firebat rune: the one which increases channeling dmg over time, which won't go over too well considering I often have massive lag, making constant channeling nearly impossible.
I think that vampire bats will be used more then anything now.
I mean a high damaging skill that when after cast lets you replenish mana while doing some damage.
sure you have other options like widow spiders, but they do next to no damage compared to vampire bats.
so this will be a great rune to use, with a heavy mana build when needing to replenish or save abit mana while still maintaining fairly high damage output.
Rollback Post to RevisionRollBack
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
I currently don't use Vampire Bats, I use Plague Bats. However with the leaked ring passives I see massive potential for Firebats.
ItemPassive_Unique_Ring_512_x1 - Enable all runes for a specific skill.
Now I could be reading into this wrong, however I assuming we get to choose which skill we want to enable all runes for.
So our Firebats will have big bats hitting for 220%, A stream of bats hitting for upto 578%, Bats seeking for 350%, Bats swirling around us for upto 601% damage & now with this change we can use this for aslong as we like.
Sounds pretty good to me, although this is very early days and no doubt most things will change.
I currently don't use Vampire Bats, I use Plague Bats. However with the leaked ring passives I see massive potential for Firebats.
ItemPassive_Unique_Ring_512_x1 - Enable all runes for a specific skill.
Now I could be reading into this wrong, however I assuming we get to choose which skill we want to enable all runes for.
So our Firebats will have big bats hitting for 220%, A stream of bats hitting for upto 578%, Bats seeking for 350%, Bats swirling around us for upto 601% damage & now with this change we can use this for aslong as we like.
Sounds pretty good to me, although this is very early days and no doubt most things will change.
Pretty sure that means you can have more than one flavor of a skill on your bar.. not that the skill merges all runes.
don't think firebats utilizes LoH though, so you'd need the LS on a weapon... either way, i only used vamps when i was leveling, plague bats is the way to go to survive, and cloud is for burning down stationary targets insane fast... this change will not effect me in the slightest.
First, vampire bats is very very rarely used... A few people do use it to cover sub optimal connections, such as the op... But as a whole it's not tremendously useful, as getting life steal is easy enough.
Second, for the poster that referenced cloud of bats as a ramp-up 601%, you are incorrect. It's 501% that is multiplied by 100% over the duration.... So it ramps up to 1002%.
Bats are viable with more than a skorn now, skorn is the easy button... It does what people want for a friendly price. Other builds capitalize on attack speed and do well with it (see my profile).
As a whole it appears they are removing skill runes with life steal for all classes. I find this a worthwhile change since the life steal runes are used by less than 5% of players. There are too many guides and topics that tell players to get life steal so they do, thusly making these skills mostly obsolete. I'm glad to see they are doing something about removing the chaff from the rune pool and trying to think of more interesting choices.
That aside, reading through preliminary changes, I'm glad to see WD is primarily untouched as a class. I feel the class offers a lot of power, but at the cost of needing to be skillful and having to thoughtfully balance regeneration. Our efforts as players of witch doctors will finally have to be matched by barbarians and wizards as they are reworking their win buttons, so that maybe the players will have to try.
If you look at the new barbarian change , it is all now : life per fury spent (increase life bonus on fury based on health globe bonus) . Or skills now has more life regen. Life steal is getting nerf but we are getting huge boost from life regen / life per fury / globe pots bonus.
Life steal isn't getting a nerf so much as people are going to be required to get it from items... Gloves, weapons, barb belts, or whatever else they decide to itemize with them.
Currently the game has too much ability to bypass gearing survival stats in favor of DPS stats. Instead they are forcing players to have to make more diverse and intelligent gear selections. That along with build changing items has me excited to actually play diablo 3, since the current model of stack a ton of DPS and barely enough survival to get by isnt very compelling.
I would be shocked if they didn't remove Lifesteal in RoS, or at least nerf/change the mechanics to the point where it no longer works as a primary source of survivability.
Currently the game has too much ability to bypass gearing survival stats in favor of DPS stats. Instead they are forcing players to have to make more diverse and intelligent gear selections. That along with build changing items has me excited to actually play diablo 3, since the current model of stack a ton of DPS and barely enough survival to get by isnt very compelling.
QFT.
Rollback Post to RevisionRollBack
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Gain 2.5% of damage done by the bats as LifeFirebats no longer has a channeling cost."No more +2.5% lifesteal.
This may change in future, or not. I sure hope it changes or I'll have to resort to the other Firebat rune: the one which increases channeling dmg over time, which won't go over too well considering I often have massive lag, making constant channeling nearly impossible.
Anyone else shocked at this potential change?
I mean a high damaging skill that when after cast lets you replenish mana while doing some damage.
sure you have other options like widow spiders, but they do next to no damage compared to vampire bats.
so this will be a great rune to use, with a heavy mana build when needing to replenish or save abit mana while still maintaining fairly high damage output.
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
I currently don't use Vampire Bats, I use Plague Bats. However with the leaked ring passives I see massive potential for Firebats.
Now I could be reading into this wrong, however I assuming we get to choose which skill we want to enable all runes for.
So our Firebats will have big bats hitting for 220%, A stream of bats hitting for upto 578%, Bats seeking for 350%, Bats swirling around us for upto 601% damage & now with this change we can use this for aslong as we like.
Sounds pretty good to me, although this is very early days and no doubt most things will change.
Pretty sure that means you can have more than one flavor of a skill on your bar.. not that the skill merges all runes.
Second, for the poster that referenced cloud of bats as a ramp-up 601%, you are incorrect. It's 501% that is multiplied by 100% over the duration.... So it ramps up to 1002%.
Bats are viable with more than a skorn now, skorn is the easy button... It does what people want for a friendly price. Other builds capitalize on attack speed and do well with it (see my profile).
As a whole it appears they are removing skill runes with life steal for all classes. I find this a worthwhile change since the life steal runes are used by less than 5% of players. There are too many guides and topics that tell players to get life steal so they do, thusly making these skills mostly obsolete. I'm glad to see they are doing something about removing the chaff from the rune pool and trying to think of more interesting choices.
That aside, reading through preliminary changes, I'm glad to see WD is primarily untouched as a class. I feel the class offers a lot of power, but at the cost of needing to be skillful and having to thoughtfully balance regeneration. Our efforts as players of witch doctors will finally have to be matched by barbarians and wizards as they are reworking their win buttons, so that maybe the players will have to try.
DiabloProgress: http://www.diabloprogress.com/hero/mannequin-1116/Stitches/14628018
Currently the game has too much ability to bypass gearing survival stats in favor of DPS stats. Instead they are forcing players to have to make more diverse and intelligent gear selections. That along with build changing items has me excited to actually play diablo 3, since the current model of stack a ton of DPS and barely enough survival to get by isnt very compelling.
DiabloProgress: http://www.diabloprogress.com/hero/mannequin-1116/Stitches/14628018
QFT.