why would they nerf this? it cost 100's of millions of gold to get the items so it is not something everyone would be able recreate unlike the trail of cinders bug. I would rather spend half the amount of gold on different gear and have 3-4 times the amount of dps.
Stop posting shit like this is 'op'. it isnt! its a VERY expensive and unique build(Helm and offhand not so much, the ring with 7 seconds is like 100 mill plus). But as you can see its extremely gear dependent. Blizzard would be fools to nerf this, wd's deserve some time in the sun.
Stop posting shit like this is 'op'. it isnt! its a VERY expensive and unique build(Helm and offhand not so much, the ring with 7 seconds is like 100 mill plus). But as you can see its extremely gear dependent. Blizzard would be fools to nerf this, wd's deserve some time in the sun.
Alright, I've been holding my tongue on this debate for a while as it's basically pointless speculation, but it might be worth talking about if people really start gearing for this build - there are a few things to consider.
1. In PvE the build is completely fine and nothing will likely be changed.
2. In PvP the build is overpowered, however there are some easy fixes to bring it in line.
On PvP: The damage is fine, the health regen / sustain is broken.
For the Master heal amount is completely out of control with zero cooldown. 24K spammable heal - attached to a 60% chance to spawn a healthglobe for your entire team with Final gift. Nothing in the game comes close to that amount of regen.
I imagine blizzard won't allow Final Gift to function in the arena setting. This would probably be the best outcome for WD since you could still use the "healer" build in your pve runs.
For the Masters heal amount could also be reduced and I think the skill could function fine.
The argument of "it's expensive!" really only works in a PvE setting. If people invest a ton in certain gear, I'm sure blizzard is fine with allowing them to do powerful things. In PvP, when you're talking about a constant stream of healthglobes while you health 24K hp and deal 1100% aoe damage with no cooldown, a melee class basically has no chance. When someone has no option to engage you, it doesn't matter how much gold you spent on your gear, blizzard is not going to allow that.
Like I said the build is close to balanced in PvP, so it will most likely still function. Just don't count on the current level of health regen.
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Video of me killing diablo on my zero dog cooldown build
Character: http://us.battle.net/d3/en/profile/MAC-1171/hero/3338947
http://www.youtube.com/watch?v=YUCCcRrAYjw&feature=context-cha
Also butcher kill: http://www.youtube.com/watch?v=vE279fAkkO0
11.25sec from Tribal Rites passive
9sec from Helm (Visafe of Giyua)
7secs from Ring (Skull Grasp)
19secs from Offhand (Homunculus)
with a total of 46secs
enjoy =)
Alright, I've been holding my tongue on this debate for a while as it's basically pointless speculation, but it might be worth talking about if people really start gearing for this build - there are a few things to consider.
1. In PvE the build is completely fine and nothing will likely be changed.
2. In PvP the build is overpowered, however there are some easy fixes to bring it in line.
On PvP: The damage is fine, the health regen / sustain is broken.
For the Master heal amount is completely out of control with zero cooldown. 24K spammable heal - attached to a 60% chance to spawn a healthglobe for your entire team with Final gift. Nothing in the game comes close to that amount of regen.
I imagine blizzard won't allow Final Gift to function in the arena setting. This would probably be the best outcome for WD since you could still use the "healer" build in your pve runs.
For the Masters heal amount could also be reduced and I think the skill could function fine.
The argument of "it's expensive!" really only works in a PvE setting. If people invest a ton in certain gear, I'm sure blizzard is fine with allowing them to do powerful things. In PvP, when you're talking about a constant stream of healthglobes while you health 24K hp and deal 1100% aoe damage with no cooldown, a melee class basically has no chance. When someone has no option to engage you, it doesn't matter how much gold you spent on your gear, blizzard is not going to allow that.
Like I said the build is close to balanced in PvP, so it will most likely still function. Just don't count on the current level of health regen.