I would like to see a tool where you could try the looks of different armor and dye combinations,,,, purely as a visual character planner which I think would be a good gimmick.
Could be done in Flash once the items are discovered later in the game.
I second or third or however many this, its a great idea, I remember having just an image of armor looks for each class in d2, definitely decided how many points I'd put into str just for a different look. ;p
Maybe consider changing out Firebats for Firebomb. My reasoning behind this change would be that it will cost less mana, do about the same amount of damage (100% of weapon damage), and while the Firebats may go a farther range away from you, it still feels like it will be more of a line effect spell range, where as Firebomb will be an AOE of 100% weapon damage within 8 yards (scaling). You can also rune it for a wider radius (Conflagration) or even let it bounce and do multiple series of damage bursts (Roll the Bones), and finally, you can rune it to do an AOE DOT affect area as you probably already know (Fire Pit). Overall I feel like Firebomb will be a more reliable source of damage that costs less mana, and seems to have better runed effects than Firebats. I say it will be a more reliable source of damage allowing that a person would rune it for sure first bounces between enemy mobs (Flash Fire).
Anyway, just a thought, good luck with your build and future with Diablo 3.
Looks nice, though personally I would prefer a slow in there to add more survivability by kiting.
I'd have to agree, I believe at least one sort of escape is a good thing to have on any sort of build, especially for late game inferno runs. There must be a time when a good Spirit Walk or CC overload like Grasp of the Dead or Horrify would be very useful to back up, let cool downs refresh and then nuke dot them again. Depending on the situation, any of those three CC's could be a life or death deterrent.
Here is a short explanation of why I chose this build:
My Witch Doctor build is centered around bouncing aoe damage bursts followed by crowd control and cooldown reduction to be effective against grouped or single target mobs. The build allows for vast amounts of mana regeneration and cooldown reduction so my crowd controls can be effective over time as well as in short bursts.
I like this build because I feel the amount of crowd control on the Witch Doctor seems like a big difference between its class and the other classes, and crowd control seems like an interesting change from the earlier Diablo games where there was not much crowd control at all.
Although, it could just be the fact that they didn't implement a Necromancer class into Diablo 3 and I feel the Witch Doctor is the closest I'll get to it.
The War Cry, Earthquake, and Weapon Throw are all skills that can be changed for something else if someone can figure out something better. From what I checked though, Weapon Throw with only 30 Fury is still more aoe damage than any other skill (other than Earthquake). War Cry seems beneficial for both the Fury and the extra HP/Armor (barb shouts were crucial in D2). Earthquake I'll be honest is mostly for the lols, but it isn't a bad choice. Weapon Throw will probably mostly be used if I somehow don't crit with Overpower. I do think it's a bit odd though that runed Whirlwind costs 0 fury. I'm guessing that is probably a bug, but if it isn't then I will probably throw that in there somewhere.
I think it is sort of a cool idea, I always enjoyed making wc barbs on d2.
The only thing I'd maybe change in your build is throwing ancient spear (runed for pulling enemies to you). Not sure what to replace exactly but its something to consider.
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Cheers!
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I second or third or however many this, its a great idea, I remember having just an image of armor looks for each class in d2, definitely decided how many points I'd put into str just for a different look. ;p
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http://www.youtube.com/watch?v=tEPB7uzKuh4
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Tastes better and better assortment of products in the coke line, shall it remain king forever!?
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Cheers!
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Anyway, just a thought, good luck with your build and future with Diablo 3.
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I'd have to agree, I believe at least one sort of escape is a good thing to have on any sort of build, especially for late game inferno runs. There must be a time when a good Spirit Walk or CC overload like Grasp of the Dead or Horrify would be very useful to back up, let cool downs refresh and then nuke dot them again. Depending on the situation, any of those three CC's could be a life or death deterrent.
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http://us.battle.net/d3/en/calculator/witch-doctor#dhXRQT!YgS!YYZbbc
Here is a short explanation of why I chose this build:
My Witch Doctor build is centered around bouncing aoe damage bursts followed by crowd control and cooldown reduction to be effective against grouped or single target mobs. The build allows for vast amounts of mana regeneration and cooldown reduction so my crowd controls can be effective over time as well as in short bursts.
I like this build because I feel the amount of crowd control on the Witch Doctor seems like a big difference between its class and the other classes, and crowd control seems like an interesting change from the earlier Diablo games where there was not much crowd control at all.
Although, it could just be the fact that they didn't implement a Necromancer class into Diablo 3 and I feel the Witch Doctor is the closest I'll get to it.
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I think it is sort of a cool idea, I always enjoyed making wc barbs on d2.
The only thing I'd maybe change in your build is throwing ancient spear (runed for pulling enemies to you). Not sure what to replace exactly but its something to consider.