• 0

    posted a message on What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?
    Quote from Mackie


    Sub-par gear? I think first off you should do some research on the player before making a comment on them, like i have done with you. You cannot make comments on others gear if you can't gear correctly yourself. Second of all, who runs blood ritual these days?

    I was too lazy at 1st to check gear, but now that you mentioned it, I checked it out. Your gear look great, as for why your pets die, I have no idea. Even fetishes survive extremely well with Fierce Loyalty and my s*** gear.

    I still think pet survive-ability is ok where its at right now, but their damage is waaaay too low. What damage buff would you say is good for you to run them on MP 10?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?
    Quote from Mackie


    ...They die within no time, the damage output is not great and they are wasted skill spots while farming. I feel that they need to buff passive health for both dogs and garg.

    You must have sub par gear then. You only need about 750 All Res, 3,700 armor, and from the passive Blood Ritual buff your Life Regen should be around 1,500. My pets tank every monster, even MP 10 ubers w/o going below 95% of their full health. (if they stand on top of of 2 desecrater pools, on top of lightning/poison pools, and being hit, they start loosing health, by then i just back up slightly or grab a globe)

    For them do be any kind of decent on MP 7-10, they need more damage buff.

    I would love to see the fetishes attack for 150% damage each, on top of lasting longer, but I doubt they will do anything about it.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?
    Sorry, no TL;DR suck it up. This is a reply to the home page, what skill would I change.

    (I missed the link to this sire, but I originally posted it here http://us.battle.net/d3/en/forum/topic/9485658623#1 )

    To start off the WD skill portion, I would love to see ALL primary skills to be free. It should not cost any resources to be able to attack with our basic skill.
    -----
    Poison Dart - base damage of the 40% over 2 seconds, should be buffed to 150% over 2 seconds, across all rune variants.

    Splinters - imho, this rune is fine as is, 3 darts, each does 60%

    Numbing Dart - I would like to see the slow time to the target increase to 5 seconds. This would help against multiple targets.

    Spined Dart - IF the cost of casting basic skills on not removed, mana gained from hits should be buffed to 40 mana. If the cost to cast basic skill is removed, the buff should be 30.

    Flaming Dart - buff this skill to 210%. Its current base value of 180% instant damage is too low when compared to Splinters. They both deal the same overall damage, and the splinters have a higher chance at procs since there are 3 of them per cast.

    Snake to the Face - buff it to 80% chance to stun. Once you hit inferno, the 80% nerf to all procs would bring this to 16% chance to stun. WDs already have mana problems, and having to give up a skill slot to gain mana is not worth it for low proc chances (which is 6% in its current state).
    -----
    Corpse Spider

    Leaping Spiders - buff to 150%, skill works great imo. You are able to hit multiple targets, solid hits on fast targets too.

    Spider Queen - buff this to 75% weapon damage per second over 15 seconds. I read, and understood the concept you blues said about skill wording. The way I wrote it in the previous sentence, and the way it was written originally, was too "confusing" for people. At this skills current state, 630% damage over 15 seconds is really 42% damager per second over 15 seconds, which is PATHEIC, and even worse is the spider's damage radius.

    The Spider Queen also derps around not chasing enemies, and for only being able to have 1 Spider Queen out at a time, does not justify being used at all. If you removed the 1 spider limit completly, and alow us to spam as many as we could, and the spider still has its derpy a.i. on top of the bad damage radius, I would see this as acceptable. IF you are to keep the 1 spider limit, you have to improve the a.i. substantially, increasing the spider's move speed, on top of increasing its damage radious on the base skill, or via Pick up Radius (PuR) on gear.

    Widowmakers - works great, keep as is.

    Medusa Spiders - buff the slow chance to 35%, skill works great imho.

    Blazing Spiders - buff to 225%. I know the damage seem ridiculous compared the rest of the spider runes, but there is good reasoning behind it. Besides Leaping Spiders, all spider runes have small spiderlings chasing MOVING enemies, which means they will de-spawn before dealing the damage stated per cast.

    Leaping spiders work great b/c its guaranteed that they all output the damage stated if an enemy is within 25 yard. All other rune varients have great affixes to make up for the lack of hits. In its current state, Blazing Spiders only deal 156% damage, but since they have to CHASE their target, they end up dealing WAY less damage than Leaping Spiders, making the current state of this rune obsolete compared to the rest.
    -----
    Plague of Toads - again, remove all mana cost for basic skills. Currently, I don't see why its worth using this skill when it costs so damn high to cast on top of the frogs jumping in random directions, not making any cast guaranteed hits.

    I would love to see all 3 toads per cast have the capacity to be able to hit the same target. As it stands now, only 1 of the 3 toads per cast can hit a single target. I know this sound Over Powered (OP) for some runes, but this has the ablitiy to open up different build since you will be able to hit the same target 3 times with a single cast. And to even be able to hit the same target with all 3 toads in 1 cast, means you will be up close and personal, guaranteed to be hit by mobs, which is a good trade off for this potential buff.

    Explosive Toads - works great, see general skill improvements above ^

    Toad of Hugeness - buff to 125% damage per second over 5 seconds. Make the toad be able to eat ALL enemies, including ALL elites (excluding main act bosses). 625% should make up for the fact that you cannot attack enemies while they are inside the frog. If this was to change, and we are able to attack enemies while they are inside the frog, 250% damage over 5 seconds would be acceptable.

    Rain of Toads - works great

    Addling Toads - buffto 25% chance to confuse so inferno proc nerf makes it 5%. Also, see general skill improvements above ^

    Toad Affinity - Spawn 7 frogs PER cast, limit number of frogs a single cast can hit a single
    target to 3.
    -----
    Firebomb - buff all runes base damage to 115%. Give the base radius of all rune variants an increase via PuR on gear. Don't worry about PuR making this skill OP. If we are sacrificing an affect slot in our gear for PuR over other great stats (more vit/All Res/+Armor/main stat/etc) it is well worth it for better build diversity!!! Increase the base explosion 1 yard for every 2
    points your gear has for PuR.

    Flash Fire - buff to 115% damage, and damage reduced by 8% per bounce.

    Roll the Bones - buff to 115%, would work great if PuR buff for base explision was implemented. If not, which would make all runes suck again, Make the skill bound in a "T" shape. Let the skull bounce as is already, twice in front, and 1 bomb on the left, and one on the right, from the origin cast location, horizontal to the character and cast location (example below)

    (C)=where you clicked to cast
    (WD)=you
    (B)= where additional bombs spawn from your cast

    -------------------(B)
    --------------------|
    You(WD)-------(C)---(B)---(B)
    --------------------|
    -------------------(B)

    Fire Pit - buff to 115% base explosion, and 30% damage for the pool of fire left behind, per second, over 5 seconds. Casting additionl bombs will not stack pool damage. If you do allow pool damage to stack, make it 5% per second, over 5 seconds.

    Pyrogeist - change the visual of the skill to a large totem pole, and make it look bad axx. Skill damage is fine, as long as the radius of "closest enemy" is increase by your PuR

    Ghost Bomb - buff to 115% base, and PuR bonus should apply to both base blast, and the larger 30% base explosion too.
    -----
    Grasp of the Dead

    Unbreakable Grasp - works great

    Groping Eels - buff to 440%

    Death is Life - buff pecent chance for globes or dog to 20%

    Desperate Grasp - works great, would love to see 1-2 second cooldown on an item or two, that does not already take away from a possible affix on gear.

    Rain of Corpses - NOT ENOUGH CORPSES lol. Currently there are only 3 that fall per cast, this is pathetic =( Increase the cooldown to 12 seconds, increase the radius of the slow pool twice what it is now, and LOTS MORE CORPSES. each corpse should deal 15% damage for every enemy hit. The explosion radius for the corpses should be what it is now as well (4 right)
    -----
    Firebats

    Dire Bats - buff to 50 yards, buff damage to 250%

    Vampire Bats - buff to 3% life steal

    Plague Bats - works great

    Hungry Bats - works great, not my thing though when tested. Not sure how to improve besides buff to 375%

    Cloud of Bats - damage radious need a buff, its too small atm, and enemies can still strike from their melee range, and avoid your swirl of bats, lolwut? Increase its base, or do it via PuR
    gear.
    -----
    Haunt - all runes work great imo for their purpse. I don't know about other people, but I personally don't use it b/c its current damage of 95% per second over 6 seconds is too low. Buffing it would help, but im not sure how to balance damage for this specific one.

    General rundown of some odd bugs first
    Locust Swarm + Haunt DOES NOT crit the way they are describing it by tick. Either the spell you cast will crit or it won't, like regular attacks, but EVEN WORSE b/c crits from the DoT can cancel back to regular ticks, as described below.

    Examples: (numbers are all based at my current DPS 97.6k @ 1.53 attacks per second)

    Haunt

    I cast Haunt > it crits > dmg dealt is significant 700k+ dmg (average tick damage 50k)
    I cast Haunt > NO crit > dmg dealt is 200k or less. (average tick damage 15k)
    Casting haunt multiple times on a single target does not stack (this is normal).

    If you do spam multiple Haunt on a single target, and a follow-up cast crits, there will only be ONE tick that crits for 50k dmg, while the following ticks will NOT continue crit. It does not matter the sequence of when the crit happened, 1st cast or 5th cast, as long as there is a non crit on a target, Haunt will continue to do regular weapon damage (15k per tick)

    The ONLY time Haunt will crit for full 700K damage, is if it is the initial cast ONLY for its entire duration. Any follow up cast, at any point while it is active on an enemy, will reset it back to 15k dmg per tick. When Haunt does crit for 50k dmg ticks, the numbers will be white.

    Consuming Spirit - works great

    Resntful Spirit - buff it to 500% over 2 seconds

    Lingering Spirit - buff radius for new enemy to 12 yards as base, or small incriments via gear PuR

    Grasping Spirit - works great

    Draining Spirit - buff to 22 mana
    -----
    Locust Swarm -

    I cast Locust Swarm > it crits > dmg dealt is significant 500k+ dmg (average tick 30k)
    I cast Locust Swarm > NO crit > dmg dealt is 100k or less (average tick 8k)
    Locust Swarm crit details, look at Haunt's details. Same exact problem.

    Pestilence - works great

    Devouring Swarm - works great

    Cloud of Insects - buff duration to 14 seconds. Pestilence makes this rune obsolete b/c it spreads exponentially quicker which in tern, deals more damage. Cloud of insectcs has to travel to 1 enemy at a time, and if they are out of line, cloud of insects will fail to jump to certain mobs in the bunch.

    Diseased Swarm - remove the cloud of poison left behind upon enemy death completely, and instead make effected enemies have a 10% to be stunned.

    Searing Locus - buff to 500%
    -----
    Zombie Dogs - general, buff damage per hit for each dog to 25%, remove some of the animation on exploding dogs to help with the reduced frame rate please (or whatever makes it slow down)

    Rabid Dogs - buff damage they deal to 25%, and 10% damage as poison per second, over 3 seconds.

    Final Gift - works great

    Life Link - buff to 15% damage absorbed

    Burning Dogs - buff dog damage to 25%, and aura damage to 5%

    Leaching Beast - works great
    -----
    Horrify - all runes work great as is imho
    -----
    Spirit Walk

    Jaunt - works great

    Honored Guest - works great

    Umbral Shock - buff to 400%

    Severance - buff to 600%

    Healing Journey - i unno if its /tinfoil hat, but the current 14% life you gain doesnt seem to work. Maybe buff to 20% health
    -----
    Hex

    Hedge Magic - buff to 2,500 heal, and increase the number of time he heals by 50%

    Jinx - works great

    Angry Chicken - buff to 400%, increase yards to 16 on base skill or via PuR on gear. Take off collision detection, make the visual of the chicken to 3x the size it is now (small chicken you turn into is looks bad), and make the chicken you turn red, or at least look like a pissed off chicken for crying out loud (flashing red and white, or something).

    Painful Transformation - buff to 25% bleed

    Unstable Form - buff radius of base skill to 12 yards or via PuR on gear
    -----
    Soul Harvest - all runes work great except for...

    Languish - buff slow duration to 5 seconds
    -----
    Sacrifice all runes work great except for...

    Black Blood - remove slow completely, and replace with increase you and your allies move speed by 12%
    -----
    Mass Confusion

    Unstable Real - coupled with Last Breath weapon, works great, but Last Breath itself is meh.

    Devolution - Change to enemies in the area when killed have a 50% chance to spawn a zombie dog, not only to the ones confused. Also, make a ring noticeable like Corpse Bomb rune for Acid Cloud to show the area.

    Mass Hysteria - buff to 10 enemies stunned

    Mass Hallucination - buff to 50%
    -----
    Zombie Charger - let's face it, unless you make all other runes for this one as powerful as bears, people will probably still avoid all other runes.

    Leperous Zombie - double the distance the zombie charges, poison gas left behind should last 12+ seconds, let people will entire areas in gas like Ghom. Buff damage to match bears.

    Undeath - instead of having a zombie reanimate on enemy death, make it 50% chance to spawn another on hit, and let them have the ability to continuously have 50% to chain w/o diminishing chances per successful reanimation.

    Wave of Zombies - change this to 10+ zombies that run out in all directions (like the zombie wall rune), then buff the damage to 300%

    Explosive Blast - either more explosive beasts that arc out like this \|/ or let the radius of
    the blast increas by gear PuR

    Zombie Bears - turn them into Woolly Mammoths and strap Nukes on their backs. They don't need to hit anything, just make them blow up at the of their animation, resulting in the instant death of everything around you in a 200 yard radius.
    -----
    Spirit Barrage

    The spirit is Willing - works great

    Well of Souls - works really great

    Phantasm - for its mana cost, its nice that it stacks, but the area covered is too small. If you
    don't wana make it the radius larger do to being similar to everything else, make it last longer, 8 seconds sounds nice.

    Phlebotomize - for its cost, and only being able to hit 1 target, Vampire Bats makes this
    obsolete. It would be nice to have the targeted enemy let everyone gain 3% life though.

    Manitou - the damage looks amazing on the description, but its only 83.35% per second. Keep it at 20 seconds, but double the cast rate of the spirit bolts. As the skill stands now, it looks slow, and not awesome. Since the bolts will be casted twice as fast, reduce the damage per bolt by 50%, which should still maintain the 1667% damage over 20 seconds.
    -----
    Acid Cloud

    Acid Rain - works great

    Lob Blob Bomb - increase the duration to 6 seconds and remove the cap limit of blobs. Only being able to have 3 out at once is no fun.

    Slow Burn - works great

    Kiss of Death - add: "if an enemy dies on the initial hit, it will spit another acid pool at a
    nearby enemy."

    Corpse Bomb - works great and looks really cool.
    -----
    Zombie Wall - in general, would like to see some more items with -seconds to zombie wall

    Barricade - works great

    Unrelenting Grip - works great

    Creepers - buff their move speed by like 150%, make it spawn 6-8 creepers, 25% damage each is nice.

    Pile On - works great

    Dead Rush - screw this skill completely, move the style to zombie bears, waves of zombie rune. RENAME this run Deaths Grip make it so that you make a ring of zombies around your target location. The ring should be big enough to cover the outer edges of Inner Sanctuary from the
    monk.
    -----
    Gargantuan

    Humongoid - works great

    Restless Giant - works great

    Wrathful Protector - was this skill a joke? even when you buffed many other skill this one is among the worst skills a WD has. 15 seconds is ok, 1 attack should be a huge swing about 12 yards covering 180 radius 150% weapon damage. 2nd attack should be a slam on the ground 10 yards that knock backs and stuns for 2 seconds 200% weapon damage. Before despawn, his body explodes for 300% damage to enemies in 12 yard, and his shatted boned shiled you 30% dmg reduction for 5 seconds after his death

    Big Stinker - works great

    Bruiser - works great
    -----
    Big Bad Voodoo

    Jungle Drums - keep the buff, but let it be centered around you like the Archon time warp bubble following your every move.

    Rain Dance - make if regenerate all alies resources (why it was not like this in the first place is beyond me) (im most intimate with WD class, so all other classes and help me out on a # for your resource regen that is acceptable, but not OP)

    Slam Dance - works great, leave as is

    Ghost Trance - buff to 6%

    Boogie Man - remove everything about it, make it new. Let it follow you like Archon time warp again, but you and your allies enter the spirit realm, like spirit walk, for 10 seconds.
    -----
    Fetish Army - DONT let fettishes we have from our passive despawn when this skill is activated ffs =(

    Fetish Ambush - works great

    Devoted following - works great

    Legion of Daggers - works great

    Tiki Tochers - buff to 40% weapon damage

    Head Hunters - buff to 40% weapn damage
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.