Just watched Molster's video on the main page, and it seems like his WD was regaining spent resource at a rate which exceeded that of the Wiz.
I know the WD got their mana pool cut down recently, but I always thought Blizzard's goal was to make the mana pool larger, with slower regen, and the AP pool smaller, but with much faster regen.
This must have been item infeluenced, i mean it's really big difference in regeneration, from WD it looks much much faster, doubt that it's on own, coz yes from how i understood game mechanic Wizard is supposed to be the one with fast regen since you have only pretty limited arcane power and stronger spells cost a lot, so this wouldn't really make much sense this way.
This must have been item infeluenced, i mean it's really big difference in regeneration, from WD it looks much much faster, doubt that it's on own, coz yes from how i understood game mechanic Wizard is supposed to be the one with fast regen since you have only pretty limited arcane power and stronger spells cost a lot, so this wouldn't really make much sense this way.
Considering this is early Beta (he's only level 7-8), I would imagine that even if he did have an item to influence mana regen, it wouldn't have as big an impact as it seems to. I'm pretty sure this was programmed. Being that I will play a Wizard, I have an issue with it.
Molster should show up and let us know whether or not he had any items to influence resource regen for himself
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Playing a Wizard. Looking for Demon Hunters to play with.
you would be right in guessing that the Witch Doctor has more mana regen... he does.
Base stats have the WD getting 25 mana per second as a baseline with a 150 lvl 1 mana pool.
Wizard gets 10 AP per second with a 100 AP pool.
Here's the catch, the WD has no spells that are free while the wizard has 4 spells he can cast without cost at all. Once the WD gets some mana regen gear, he should be able to spam some abilities without having to worry about mana, but that's pretty gear dependent.
The Witch Doctor's mana will grow as he levels while the Wizard's will not. So the Witch Doctor is probably expected to spam high level abilities then wait for mana while the wizard is expected to weave his bigger spells in and out with his signature spells.
The Witch Doctor's mana will grow as he levels while the Wizard's will not. So the Witch Doctor is probably expected to spam high level abilities then wait for mana while the wizard is expected to weave his bigger spells in and out with his signature spells.
So for the WD, if his mana is getting low, he would probably need to create a few minions to do the fighting for him (or simply go AFK), while he awaits for regen?
The wizard has more choice in this aspect, I guess.
So for the WD, if his mana is getting low, he would probably need to create a few minions to do the fighting for him (or simply go AFK), while he awaits for regen?
The wizard has more choice in this aspect, I guess.
Actually the Witch Doctor will be waiting around less. Mainly due to the Mana pool's potential to be very deep at level 60.
If a WD runs low he will have to use his lower costing spells and let his naturally high mana regen cover the losses. The original design for the WD is to have a deep pool to pull from and be able to use his most damaging spells without hindrance at first. A good witch doctor will be mindful of his mana and use his ability to put out spells wisely so he doesn't put himself in a position where he has to wait on mana.
Wizards won't be too concerned about this, they will bust out their high damage or costing abilities then just wait for the AP by using signature spells. Because the AP pool is very shallow, the wizard is the class that will spending the most time waiting, as it were.
Based on this, I would say that neither class is really stronger than the other it's just a different play style.
you would be right in guessing that the Witch Doctor has more mana regen... he does.
Base stats have the WD getting 15 mana per second as a baseline with a 150 lvl 1 mana pool.
Wizard gets 10 AP per second with a 100 AP pool.
Here's the catch, the WD has no spells that are free while the wizard has 4 spells he can cast without cost at all. Once the WD gets some mana regen gear, he should be able to spam some abilities without having to worry about mana, but that's pretty gear dependent.
The Witch Doctor's mana will grow as he levels while the Wizard's will not. So the Witch Doctor is probably expected to spam high level abilities then wait for mana while the wizard is expected to weave his bigger spells in and out with his signature spells.
I have to say I prefer the WD resource system atm.
The only saving grace to the wizard will be +AP on crit items later in the game I think... Its hard to make any judgements atm without seeing game play at 60. The best thing you can do is just have faith in blizzard.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
WD has a sick mana regen till level 10 or 15, don't remember exactly. It was programmed like that because there mana potions don't exist anymore and a new player with a very little mana regen would just wait for his mana pool to regen most of the time. I can't find the source right now but it was confirmed by Blizzard.
I have to say I prefer the WD resource system atm.
The only saving grace to the wizard will be +AP on crit items later in the game I think... Its hard to make any judgements atm without seeing game play at 60. The best thing you can do is just have faith in blizzard.
Yeah, +AP on crit gear will make for some interesting builds I think. You could probably make a high crit build that doesn't need any signature spells.
There aren't any wizard spells that cost more than 60 AP either. Along with AP being generated it comes to Wizard casting their powerful spells much more often than a WD does.
WD can cast more in a row, just not more over time.
Elixirmaji did a good job listen all the updated WD spells.
One thing that I notice right off the bat is that they are cheap.....Most are far cheaper than the wizard spells. The WD also has spell combinations that return mana, or have the spell cost no mana.
So I have to seriously wonder, how is this going to get balanced? The WD appears to easily be able to cast indefinitely, yet the wizard has to wave in spells that hit for shit dmg, and offer little to no utility.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Elixirmaji did a good job listen all the updated WD spells.
One thing that I notice right off the bat is that they are cheap.....Most are far cheaper than the wizard spells. The WD also has spell combinations that return mana, or have the spell cost no mana.
So I have to seriously wonder, how is this going to get balanced? The WD appears to easily be able to cast indefinitely, yet the wizard has to wave in spells that hit for shit dmg, and offer little to no utility.
It's hard to say, some spells like acid cloud take a whopping 120 mana. And with AP on crit gear, the wizard can also keep casting without much weaving. I think it's going to depend on builds and gear.
Also, they will probably work on balancing the skills more now that they are getting closer to release, so there will probably be changes still to come.
Elixirmaji did a good job listen all the updated WD spells.
One thing that I notice right off the bat is that they are cheap.....Most are far cheaper than the wizard spells. The WD also has spell combinations that return mana, or have the spell cost no mana.
So I have to seriously wonder, how is this going to get balanced? The WD appears to easily be able to cast indefinitely, yet the wizard has to wave in spells that hit for shit dmg, and offer little to no utility.
If you look at the main video on the main page you can clearly see that the WD going OOM just by shooting posion dart, and when hes OOM he cannot really do anything except normal attacks.
The Wizard can ALWAYS cast spells since she got alot of sweet signature spells to throw out inbetween the AP ones.
The WD will always have more downtime nomatter what since he CAN actually go OOM. And the Wizard will ALWAYS be able to cast something since she got free spells.
Elixirmaji did a good job listen all the updated WD spells.
One thing that I notice right off the bat is that they are cheap.....Most are far cheaper than the wizard spells. The WD also has spell combinations that return mana, or have the spell cost no mana.
So I have to seriously wonder, how is this going to get balanced? The WD appears to easily be able to cast indefinitely, yet the wizard has to wave in spells that hit for shit dmg, and offer little to no utility.
If you look at the main video on the main page you can clearly see that the WD going OOM just by shooting posion dart, and when hes OOM he cannot really do anything except normal attacks.
The Wizard can ALWAYS cast spells since she got alot of sweet signature spells to throw out inbetween the AP ones.
The WD will always have more downtime nomatter what since he CAN actually go OOM. And the Wizard will ALWAYS be able to cast something since she got free spells.
So what thats just punishing the wizard for having signatures.... The problem is that the WD wont run oom later in game, and like I said he has some free spells, or spells that even return mana.
Ohh and if you look the WD regenerates more mana per second than a lot of this spells COST. So no, he wont just be standing around.
Edit: He wasnt even wearing gear in that video! He was also doing fine on mana til he used grasp of the dead on the skeleton king.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
to lazy to read every comment but does anyone realize his mana regen was SUPER nerfed? it was 60 per second in patch 12. now its 25. and his mana pool was also cut BIG time, in patch 12 i had over 1000 mana at lvl 13, now i have only 260. BUT his cost of spells was greatly decreased to make up for it.
someone made a point that the wiz has free to cast spells. which yes is good, but the WD also basically has kind of free to cast spells. his haunt is only 16 mana, and with 25 mana/sec he regens more then he can possibly cast so haunt is in fact infinitely spammable, as well as plague of toads at 21 mana. and psn dart i beleive is 24 or 25. so your mana pool doesnt even move, you can just see it slightly going up n down at the very top. fire bats is 27 so its almost infinitely spammable as well.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
There aren't any wizard spells that cost more than 60 AP either. Along with AP being generated it comes to Wizard casting their powerful spells much more often than a WD does.
WD can cast more in a row, just not more over time.
That pretty much resumes their "gameplay style" from what we can see currently in the beta.
to lazy to read every comment but does anyone realize his mana regen was SUPER nerfed? it was 60 per second in patch 12. now its 25. and his mana pool was also cut BIG time, in patch 12 i had over 1000 mana at lvl 13, now i have only 260. BUT his cost of spells was greatly decreased to make up for it.
I don't think it was "nerfed" (which has a negative conotation), just adjusted based on player feedback. Everyone was saying that even when spamming all 4 abilities early in the beta wouldn't reduce the WD's resource like forever.
In the current patch, if you throw a Grasp of the Dead, 3-4 Spider Jars (that's how I call the skill :P) and start spamming your Poison Dart or Firebomb you'll run out of mana pretty quick.
Another interesting fact, right now using the highest DPS weapon available in the beta, a Heavy Axe random, it's attack speed is around 1.35-1.40, which means you're casting more than 1 spell per second. So eventually (if I'm not wrong) you can run out of mana (or negate the regen altogether) just by using Plague of Toads/Poison Dart/Firebomb.
Right now you can't just throw spells mindlessly, you have to actually think and use lower mana cost ones in conjunction with good use of the higher mana cost ones (if you miss your Grasp or throw Spiders in the wrong area, that's a ton of resources wasted). :megusta:
Very well posted, Zero I think there's a general assumption that you will only ever cast one spell per second and thus think that mana will be infinitely available due to the high regen per second. Attack (and thus casting) speed per second is a major factor in how these builds/spell will function and that tends to get forgotten.
I know I've been running low on occasion with my Witch Doctor, but it's usually not a big problem if I avoid casting for 1-2 seconds.
And it's good to see that "smart" casting actually plays a role in the game now, from the beginning already. hopefully all the way to Nightmare and above it will remain balanced..
WD's mana regen from 1-10 functions a lot like mana users from 1-10 in WoW, it's intentionally set higher than the values used at higher levels of the game to account for having zero gear and very few abilities.
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I know the WD got their mana pool cut down recently, but I always thought Blizzard's goal was to make the mana pool larger, with slower regen, and the AP pool smaller, but with much faster regen.
Anyone else notice this while watching?
Link: http://www.youtube.com/watch?feature=player_embedded&v=HQu7Uf-dxb4
Note: I doubt this was due to items because this is very early in the game.
Considering this is early Beta (he's only level 7-8), I would imagine that even if he did have an item to influence mana regen, it wouldn't have as big an impact as it seems to. I'm pretty sure this was programmed. Being that I will play a Wizard, I have an issue with it.
Molster should show up and let us know whether or not he had any items to influence resource regen for himself
Base stats have the WD getting 25 mana per second as a baseline with a 150 lvl 1 mana pool.
Wizard gets 10 AP per second with a 100 AP pool.
Here's the catch, the WD has no spells that are free while the wizard has 4 spells he can cast without cost at all. Once the WD gets some mana regen gear, he should be able to spam some abilities without having to worry about mana, but that's pretty gear dependent.
The Witch Doctor's mana will grow as he levels while the Wizard's will not. So the Witch Doctor is probably expected to spam high level abilities then wait for mana while the wizard is expected to weave his bigger spells in and out with his signature spells.
So for the WD, if his mana is getting low, he would probably need to create a few minions to do the fighting for him (or simply go AFK), while he awaits for regen?
The wizard has more choice in this aspect, I guess.
Actually the Witch Doctor will be waiting around less. Mainly due to the Mana pool's potential to be very deep at level 60.
If a WD runs low he will have to use his lower costing spells and let his naturally high mana regen cover the losses. The original design for the WD is to have a deep pool to pull from and be able to use his most damaging spells without hindrance at first. A good witch doctor will be mindful of his mana and use his ability to put out spells wisely so he doesn't put himself in a position where he has to wait on mana.
Wizards won't be too concerned about this, they will bust out their high damage or costing abilities then just wait for the AP by using signature spells. Because the AP pool is very shallow, the wizard is the class that will spending the most time waiting, as it were.
Based on this, I would say that neither class is really stronger than the other it's just a different play style.
I have to say I prefer the WD resource system atm.
The only saving grace to the wizard will be +AP on crit items later in the game I think... Its hard to make any judgements atm without seeing game play at 60. The best thing you can do is just have faith in blizzard.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Even if a witch doctor uses alot of their mana, they will probably not be waiting around that long, especially with regen gear.
Yeah, +AP on crit gear will make for some interesting builds I think. You could probably make a high crit build that doesn't need any signature spells.
WD can cast more in a row, just not more over time.
If you look here,
http://www.diablofan...ills-and-runes/
Elixirmaji did a good job listen all the updated WD spells.
One thing that I notice right off the bat is that they are cheap.....Most are far cheaper than the wizard spells. The WD also has spell combinations that return mana, or have the spell cost no mana.
So I have to seriously wonder, how is this going to get balanced? The WD appears to easily be able to cast indefinitely, yet the wizard has to wave in spells that hit for shit dmg, and offer little to no utility.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
It's hard to say, some spells like acid cloud take a whopping 120 mana. And with AP on crit gear, the wizard can also keep casting without much weaving. I think it's going to depend on builds and gear.
Also, they will probably work on balancing the skills more now that they are getting closer to release, so there will probably be changes still to come.
If you look at the main video on the main page you can clearly see that the WD going OOM just by shooting posion dart, and when hes OOM he cannot really do anything except normal attacks.
The Wizard can ALWAYS cast spells since she got alot of sweet signature spells to throw out inbetween the AP ones.
The WD will always have more downtime nomatter what since he CAN actually go OOM. And the Wizard will ALWAYS be able to cast something since she got free spells.
Ohh and if you look the WD regenerates more mana per second than a lot of this spells COST. So no, he wont just be standing around.
Edit: He wasnt even wearing gear in that video! He was also doing fine on mana til he used grasp of the dead on the skeleton king.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
someone made a point that the wiz has free to cast spells. which yes is good, but the WD also basically has kind of free to cast spells. his haunt is only 16 mana, and with 25 mana/sec he regens more then he can possibly cast so haunt is in fact infinitely spammable, as well as plague of toads at 21 mana. and psn dart i beleive is 24 or 25. so your mana pool doesnt even move, you can just see it slightly going up n down at the very top. fire bats is 27 so its almost infinitely spammable as well.
I don't think it was "nerfed" (which has a negative conotation), just adjusted based on player feedback. Everyone was saying that even when spamming all 4 abilities early in the beta wouldn't reduce the WD's resource like forever.
In the current patch, if you throw a Grasp of the Dead, 3-4 Spider Jars (that's how I call the skill :P) and start spamming your Poison Dart or Firebomb you'll run out of mana pretty quick.
Another interesting fact, right now using the highest DPS weapon available in the beta, a Heavy Axe random, it's attack speed is around 1.35-1.40, which means you're casting more than 1 spell per second. So eventually (if I'm not wrong) you can run out of mana (or negate the regen altogether) just by using Plague of Toads/Poison Dart/Firebomb.
Right now you can't just throw spells mindlessly, you have to actually think and use lower mana cost ones in conjunction with good use of the higher mana cost ones (if you miss your Grasp or throw Spiders in the wrong area, that's a ton of resources wasted). :megusta:
I know I've been running low on occasion with my Witch Doctor, but it's usually not a big problem if I avoid casting for 1-2 seconds.