@elderbre: This is getting rather off-topic, but please don't spread the fallacy that loot in Diablo 3 is not random. Yes, computers are not truly random but generate so-called "pseudo random numbers". However, for the purpose of a Diablo 3 player, loot is random, period. The problem of PRNG maybe applies to security issues but not (well-programmed) computer games. In fact, the randomness of D3 loot is actually to the player's disadvantage and seemingly pseudo random loot would be better. For more about that, see this thread:http://us.battle.net/d3/en/forum/topic/6193839632 (or create a new thread if you want to discuss true randomness, or revive this thread).
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Apr 14, 2014Bagstone posted a message on 3 hours farming T3 Rifts + Kadala = 0 legendariesPosted in: Diablo III General Discussion
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Fhan posted a message on Essence Of The Twin SeasCheck if Razormouth is the bounty for Howling Plateau, if it's not, just spam the sewers one. Got one from the sewers.Posted in: Diablo III General Discussion -
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Serilla posted a message on Help Please! Iso: t3-t4 wd buildI normally play with a barbarian and wizard that smash big groups of mobs but fall short on single target damage, so I took a spirit barrage build much like yours and focused it a lot more on blowing up champion packs and bosses.Posted in: Witch Doctor: The Mbwiru Eikura
The whole idea is to buff your spirit barrage damage as much as possible and be able to continually cast. As long as you can cast spirit barrage for 10 seconds with your initial mana pool it will always be free if you have Rush of Essence.
http://eu.battle.net/d3/en/calculator/witch-doctor#gVYQPT!fcW!ZcYbbY
Actives:
Spirit Barrage: Well of Souls - Well of Souls is more damage than the other runes, single target included if you are standing close enough to the monster.
Sacrifice: Provoke the Pack - Nice chunk of area damage but more used for the 15% or 20% damage buff whenever Zombie Dogs is off cooldown. Can be up all the time if you want to use the Tribal Rights passive.
Summon Zombie Dogs: Burning Dogs - Mostly used for the Sacrifice buff but also good for keeping mobs off the entire group. The rune is just personal preference, I like Burning Dogs for the extra area damage.Big Bad Voodoo: Slam Dance - 20% attack speed buff and 30% damage buff makes your spirit barrage eat through single targets. Buffs you, buffs the group, what more could you ask for?
Fetish Army: Legion of Daggers - You could really put whatever skill you wanted here, I just use this as another cooldown when I run into a champion pack or start a boss fight.
Gargantuan: Big Stinker - You can see I am somewhat biased towards pets, Gargantuan is just another body to keep mobs off you and the party and is more free damage to groups. I find Big Stinker more consistent in the general sense, could easily be whichever rune you want.
Passives: Plenty of room to change around passives to make this work for your gear.
Rush of Essence - This is required. As long as you can cast Spirit Barrage for a full 10 seconds without running out of mana, you will be able to cast forever.
Blood Ritual - 10% reduced mana cost probably the most efficient to save mana here.
Pierce the Veil - Best damage rune for any build, can make the mana tricky but there are other ways to deal with that.
Spiritual Attunement : Also an option here. I find it not as efficient as Blood Ritual though. If you remove Pierce the Veil this passive also seems like overkill.
Zombie Handler: Effectively another 5% damage buff and more sacrifice damage.
Tribal Rights: I used this for a while because I could not sustain Spirit Barrage cast with Pierce the Veil. This reduces your cooldowns which makes them more flexible. Reduces Summon Zombie Dogs below 30 seconds, or very close to it at least, so you can keep Provoke the Pack up forever instead of just 2/3rd the time.
On mana: At first it seemed gear dependent to me, but there are plenty of things to play around with to manage the mana cost without changing your gear.
-Spirit Barrage: The Spirit Is Willing is probably the easiest way. Reduces your area and single target damage but could be well worth it.
-Play with your paragon levels. Max mana and resource cost reduction specifically. Decide if you want to lower your damage here or not.
-Play with your passives. Plenty of options above.
This already looks a lot like your build, just without acid cloud as an area bomb and more damage buffs instead of mana replenishment. I just find on champion packs and bosses I rather chain cast a spell doing 600% weapon damage with more sheet damage buffs than have to worry about mana and cast corpse bomb for 525% weapon damage. Again, my group damage ends up being a bit lower, but I have played solo with this build as well and the large single target damage still kills groups of mobs fairly quickly. -
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Heavendenies posted a message on Help Please! Iso: t3-t4 wd buildI'm using this build in groups. Preferably, when I have melee & my pets keeping the mobs off me: http://us.battle.net/d3/en/calculator/witch-doctor#egRUYT!Wdf!ZaacccPosted in: Witch Doctor: The Mbwiru Eikura
Very good long range damage. My Spirit Barrage actually fills my mana pool, from there I cast how ever many Haunts I need, then throw Acid Rain out there. From there I wait about 6 seconds and recast the Haunts and Acid Rain.All while continually to cast Spirit Barrage
Here's my character:http://us.battle.net/d3/en/profile/HeavenDenies-1161/hero/3415138
As you can see the only 2.0 gear I have is the Hellfire ring. So I would wager this build would work even more if the gear supported it. -
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Bagstone posted a message on Drop Rates in 2.0? Timer?There is no simple formula, the system is very complicated, follow the links in Maffia's post (#6).Posted in: Diablo III General Discussion
Basically it comes down to one legendary per hour, but as Blizzard realized in many many many of their games, players always outsmart the system and in the end there'll probably be a lot of people that get a rate of 2 legs per hour. That means after 500 hours you'll have found a thousand legendaries - but the game is still supposed to be fun at that point, and drops should be worth something, remember that! So if you think the drop rates are too low, bookmark this thread and come back to it in a year, I guarantee you: you'll think differently about it.
I've played too many games with artificially elevated drop rates - there's basically zero long-term motivation. Give the game a few days (or even weeks, wait for RoS as well) before your final verdict. -
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Bagstone posted a message on 2.0.1 indication?1) The AH button was implemented in the beta client long before they decided to take the AH down. They might just have more important things to do than removing inactive buttons that are irrelevant to launch.Posted in: Diablo III General Discussion
2) They did not say "the pre-expansion patch will hit between 2 months and 2 weeks before the expansion", they only said that "pre-expansion patches typically hit between 2 weeks to 2 months before" (sauce).
3) I personally believe at this point it is completely irrelevant for RoS whether the pre-expansion patch hits before or after the AH goes down. Loot 2.0 doesn't really have much of an impact on level 60, it really just starts to be interesting at level 70 (materials and stuff maybe already 61+), i.e., the expansion itself. So... I don't think anything will break if they intend to release the pre-expansion patch sooner. Even if they release it next week, expansion-only stuff such as spells at level 70, loot at level 70, bounties, rifts, and the Mystic can and will still be tweaked until March 25.
The fact that they are already thinking about post-release patches (moving materials to currency) indicate that they indeed are just polishing the game for RoS release, and the latest patch made a huge step forward in my opinion. -
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Analogkid posted a message on Better Drop Rates On Legendaries??I have to shake my head at people who complain about legendaries/set items not dropping then they post that they have very little magic find.Posted in: Diablo III General Discussion
What did you expect?
I run at or close to 375% MF. Sometimes a bit lower with gaining plvl and inserting/removing gear but never under 365%. I find a set item/legendary nearly every Act 3 run (>90% of the time). I was at 355% MF before 1.0.4 hit and had similar experiences (consistency with a large sample size).
If you don't know the rules it's difficult to play the game: http://us.battle.net/d3/en/game/guide/items/equipment#magic-find
Good luck. - To post a comment, please login or register a new account.
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