Set Item: The Pallid Mask
100-150 (Dex, Int, or Str)
+2 Random Properties
"I cannot take off my mask, for I am not wearing one"
(Yes, decided to make the possibility of a 2-sock helm. Weapons can't have ALL the fun)
Set Item: Ragged Yellow Cloak
100-150 (Str, Int, or Dex)
Reduces duration of impairing effects by 10%
4 random properties
"He came to us upon a winged beast, clothed in a tattered robe of yellow"
Set Bonus: The King in Yellow
(2): Chance on hit to drive the victim Insane, Confusing them for 10 seconds
Chance on hit to summon a Byakhee to fight by your side (a Winged Molok, can trigger the Insanity bonus as well)
- 10/3/2012 6:19:09 PM Posted in: Diablo III General Discussion
10/2/2012 5:39:28 PM
Some of the players out there are not so lucky with drops. Maybe you just don't have time to play, or your WD is an alt. Whatever the case, the time may come (for example, in the upcoming Monster Power games) where you want to play with friends but just don't have the damage to support it. That is what this build is for. Please note that this is not meant for the Ubers, but rather for regular gaming. It is not a boss build, nor a soloing one.Posted in: Witch Doctor: The Mbwiru Eikura
The idea is to Hex, Confuse, and Snare enemies everywhere. Between Jinx and Slam Dance, you can greatly amplify the damage output of your allies as well. Several of the skills and runes are flexible. The Dogs run interference, though at lower gear levels a Gargantuan may be better. Those confident in their friends can probably replace the Mass Hysteria rune with Paranoia, etc.
Gearing is simple: go defensive. You want high health, resists, and armor. Damage is secondary here, the idea is that you are helping your allies do it or convincing enemies to do it for you.
Any thoughts? I have used similar builds in the past to assist on run-throughs as well as in the mentioned Undergeared scenario.
10/1/2012 10:40:29 PM
I'd love it if they replaced it with a Soul-Lasher style toad that latches on and stuns. Then again, I just want to see a Soul Lasher do something other than kill me in A3Posted in: Witch Doctor: The Mbwiru Eikura
10/1/2012 3:46:26 PM
The legendary rings next patch will still be random-rolled for most of their properties, the only things which are secure are the one stat and the XP bonus. Plus they are unique-equip, and we don't know just how wide a selection the "random stats" can roll. I daresay that rings will remain valuable for a while yet.Posted in: Witch Doctor: The Mbwiru Eikura
10/1/2012 4:22:22 AM
MP games are solo-only, you cannot make a game public if it is at MP1 or higher. Pity, really.Posted in: Diablo III General Discussion
9/28/2012 4:29:21 PM
New info coming from the PTR is saying that rings and amulets can finally roll maximum crit percentages, bringing max crit to 700%Posted in: PvP Discussion
Quote from Slayerviperthis has been theorized to death, but I think its safe to ASSUME that player damage won't be 1:1. Lets say 1:10
The problem with this assumption is when we consider the vast majority of builds out there. Having their damage output reduced by 90% on top of player mitigation is going to render most builds completely impotent, especially against Monks and Witch Doctors.
Quote from Vooodu
Does anyone wonder if crit damage will even be worth anything in PVP?
I constantly hear about DHs super high crit damage and wonder whats the point?
On average players have about 30 000- 50 0000 health. So, crit might be useless, unless you only do 5000 damage.
The DH is the only class that can guarantee a potentially-lethal amount of damage, enough to reliably force a defensive cooldown. Also remember that 30-50k health translates to 61-102k EHP when you have the "weak" 70-70 mitigation I discussed earlier. Crit chance and crit damage are likely to become important in PvP even in moderate amounts, because it makes your damage spiky and unpredictable. If an enemy can predict your damage, they can properly time their defenses. For most, however, it's just a nice perk, not something to be relied upon.
9/27/2012 12:59:10 AM
Posted in: Diablo III General DiscussionQuote from yummyyummy
so does mf affect drop rates? or just MP?
Just NV and MP.
9/21/2012 2:23:42 AM
As others have said before, we will need to see the numbers for how the scaling of damage/HP occurs as well as how rewards scaling works. Challenge is great and all, but farmers will always be farmers in a farming game. To be quite honest, the damage output increase is nearly irrelevant. If it goes above a certain point it will encourage glass cannons again, but that's it. The real switch will be in time-per-kill.Posted in: Diablo III General Discussion
Assuming that 2 is as-current, then a 3 or 4 should not significantly impact farming speeds (since, almost by definition, if you have a place on-farm you're breezing through it). Beyond that, it all depends on how much additional health per level we see versus how overgeared you are for Inferno A3. What I suspect is that the very best farmers (the kind of people who have paragon 75+ at the moment) will likely tune up to about a 5 or possibly 6.
9/21/2012 1:41:28 AM
Sure the build got nerfed a bit... but it will still definitely be more than viable. Damage is still the same, Lifesteal is unaffected, and WotB still exists. Maybe that cooldown will actually be used as a COOLDOWN instead of as a constant buff. Find a tough pack that needs to be obliterated? Use Insanity. Heck, even nerfed, the Chaos rune will have more than enough uptime to accomplish its main purpose, which is to ignore enemy CC. Most enemies don't CC anywhere near enough to require the protection. The other various bonuses of WotB are nice to have but not critical to the function of the build.Posted in: Barbarian: Bastion's Keep
This MAY become an issue at higher monster power, but I doubt it.
9/21/2012 1:27:23 AM
Posted in: Demon Hunter: The DreadlandsQuote from FireBuRsT45
sry 2 burst ya bubble but only noob hunter w/o knowlegde of simple math would use BALISTICS
...thus my "much of it was probably just for the lulz" sentence. If I was going for damage, I'd use Steady Aim in its place (though I don't know whether Rocket Storm or Equilibrium would be better for the build atm).
What is interesting is that the upcoming 1.0.5 changes are going to greatly improve this build, especially for people who don't use Drifting Shadow. Default speed increased, Hatred cost reduced. Still not going to be the highest damage build out there, but it's going to be more viable, since the reduced hatred costs will allow for greater gear focus on offensive stats.
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