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    posted a message on Pet doc transitioning from T3 o T6
    - A better mask of jeram (goes to 100%)

    - Tasker and Theo gloves

    - Either +physical damage on gear for sycophants, or a Tall Mans Finger (for gargantuan dog) complemented with f ex +fire damage on gear (burning dog is great, but poison or physical are also viable)

    - If you love using piranhado or similar effects with knockup/knockback, then add Strongarm Bracers to the list

    - 4 piece zuni (or 3 piece + royal ring of grandeur) is also viable (i use this and dog) for non despawning fetishes. However, there i currently a bug - which should get fixed in 2.1 - making passive sycophants overwrite fetishes when reaching the cap of 15. However, with 7-8 fetishes depending on your chosen rune and a garg dog, you dont really need the passive sycophants anyway. At the moment though, 4 piece zuni set is more flavor than food.

    - a good Rhen'ho flayer is invaluable for plague toads with addling rune. This for added crowd control in T5-6. Otherwise, the Doombringer comes with +physical damage as well.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Odds of cow level spawn
    Never seen it in my 373 paragon levels time of playing.
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    Well said Shurgosa, pointing out the pros and cons of both (and new/old) scenarios in a way i hope most will understand rather than going "my opinion is the right one".

    +1
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    Quote from gurg0
    only mobs i like to see nerfed are from A4 and they fall from sky and do ridiculous damage (oneshot 35m toughness players) they are very rare but there is nothing u can do to avoid instant death
    The way to handle those is to not stand still ;) But yes, i agree, your time to react is very very small, and if you don't have a panic skill and aren't already moving, you might be dead on the spot.
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    It's a matter of opinion. Some like large spikes in difficulty, some think variance is great, but should be toned down a bit.

    Personally i wouldn't mind if they added more torment levels, say f ex moving the slider all the way to 12. With that in mind some or all of the current difficulties could be broken up into more, with and without certain combinations of mobs and affixes. To smooth out the curve slightly while still retaining variance.

    But as i mentioned earlier, this will most likely happen whether you, the reader, are of the first or the second opinion. Without smoothing out the system, tiered rifts will not work.
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    I completely agree about the rift density issues.

    I do have occasional issues with them though (same toughness). But i don't use horrify in general, so that would explain the difference in "rush-pain" ;)
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    Yeah, with horrify/frightening and good toughness to begin with, it is a lot easier for sure. But i'm also sure you've experienced some of these anarch/exarch stacked packs, where you can't CC them until after 6-9 of them has done their initial rush on you.

    The main issue seems to me more being the spikes in difficulty rather than the difficulty itself. But, it ought to be a non issue in 2.1 (see my earlier post).
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    I'm pretty sure their issue isn't when the mobs are controlled, but the homing rush attacks from multiple packs before they are able to control them.
    Posted in: Diablo III General Discussion
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    posted a message on t6 anarch + excutionar + archer level. time to leave the game and remake!
    I think the discussion in this thread is mostly about people talking past eachother, arguing different things. My hypothesis here is that the OP mostly disagrees with the occasional very large difficulty difference within the same difficulty setting (whether that be normal, t1 or t6 is irrelevant). While others argue that the game should be very hard on the hardest difficulty setting.

    I agree with both points and do not see them as mutually exclusive.

    I agree that T6 ought to be very hard and not viable unless you have best in slot for your build and your build is well thought out. However, that is not the case. The current reality is that sometimes T6 is a snooze fest, while other times it feels like a completely difference game although your settings are the same. I know that Blizzard is also aware of this, and they are working on these issues for the release of 2.1.

    These issues are mainly presenting themselves due do different groupings of mob types, elites/champs and their affixes. Add to this mob types that outright ignore some classes defenses (pets) and act like homing missiles towards the characters.

    The reason Blizzard has to work on them in the first place, is that it is impossible to make a tiered rift system, if you cannot programmatically determine/distinguish the approximate difficulty of a generated level. Also, not long ago, there was focus on countering certain combinations of affixes within an elite pack. This is essentially negated, when the generator sometimes puts 3 or more packs on top of eachother (as in practically impossible not to pull together regardless of your caution).

    Personally i play WD, mainly pet specs. I don't use unity (don't even own a single one yet, nor is there room in my build). I have 14-16 mill toughness when i solo (t6). I am experiencing the same things as the OP.

    Botton line: I agree with both sides. However, i think its mostly a case of misunderstanding eachother, and regardless it will be a non issue in 2.1 where the game HAS to be able to create less variance within the same difficulty setting.
    Posted in: Diablo III General Discussion
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    posted a message on Rhen'ho flayer + TMF pet witch doctor for T6 play
    Quote from bnn

    Quote from Interceptor

    pet build is more abut dmg from fetishes, thats why we stack phys dmg.

    is it not better to have doombringer than flayer? ~20%phys dmg vs frogs that do 0 dmg tbh.

    or i dont get something and with flayer is better

    i have both weapons with similar dps, doombringer just give me 19% more phys dmg.
    "pet build is more abut dmg from fetishes, thats why we stack phys dmg." lol!! so pet build is about fetish and physical?what a load of bullshit, my full fire TMF build owns a fetish build on t6, come again when you know what you talk about
    That's exactly the kind of attitude most people do not want here (or anywhere else). You may want to reconsider how you present your opinions to other people.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Level a WD or not?
    As already mentioned there are a few major specs:

    - fetish specs (often physically oriented, mask of jeram, tasker and theo)
    - cold specs (jade harvester being a hard nuke set variant)

    However, with the change to the "fetish sycophants" passive now being able to proc from all skills rather than only physical, a lot of spec hybrids are possible. Also, fetish army and dog(s) (especially paired with tall mans finger) can now be runed for other elements than physical.

    What this means in short is that you don't have to be either-or. You can easily make a hybrid nuke-and-pet spec if you so wish, and still be viable in high torments.

    To conclude, WDs (apart from the bugs already mentioned) are in a pretty good place right now as versatility goes.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The RNG Thread!
    Quote from Bagstone
    [...]

    • State the obvious fact that Onyxia Deep Breaths more often since last patch
    [...]
    10/10 street creds for being oldschool :D
    Posted in: Diablo III General Discussion
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    posted a message on Have I hit the gear wall?
    As long as youre not running t6 somewhat comfortably, you haven't hit the gear wall yet. However, being a monk i can't help you with what you need to adjust. My own monk is only t2-ish. I do know that there's plenty of monks firing up t6, so have a look at what theyre doing ;)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on [Witch Doctor] 2.0.5 pet build T5+T6 solo/party very effective
    If the above didnt make it clear, i do NOT use sycophants, i use FA only + dog and wave of mutilation
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on [Witch Doctor] 2.0.5 pet build T5+T6 solo/party very effective
    First, excuse me. Im terribly drunk at the time of this posting...

    That being said I'm one of those guys that didnt get the zuni 4 piece until after the 2.0.5 change. Atm. i am running with 3 piece zuni, RoRG, TmF and for the funny input the only actives in my build are bbw, garg/protector and piranhas/mutilation (at 345 paragons or thereabout). In other word i dont do much while continuously farming t5 rift and bounties. My sheet dps is around 900-3mill depending on gruesome/harrington/shrine buffs, my +phys is at a meager +48 (swapped out a 20% SoJ for the life return of TmF leeching beast).

    Farming wise im having a grand time. Most stuff is super easy. Only stuff giving me grief is large packs of armored nightmares/enslaved nightmares, anarchs/exarchs/corrupted angels/winged assasins. In short, the mobs ignoring your pets and going straight for your face. That being said, with my current follower (enchantress w/maximus) i have 14mill toughness.

    More often than not i tend to farm bounties on t6, and rifts on t5 (mostly because champs are often stacked with my luck, taking out the fetishes over time and leaving the dog to tank). I have yet to find SMK and Unity, so there are still room for improvement beyond just stat tweaking.
    Posted in: Witch Doctor: The Mbwiru Eikura
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