Most of the direction I see from Inferno builds or discussions about DH in Inferno seem to be really concerned about the viability of CC's. That is to say that most of the builds I'm seeing and/or discussion about Demon Hunters for Inferno revolve around high dps output and really no CC utility. Would it be a bad game design decision to make the DH have so much CC, but then make Inferno so difficult as to nullify the usefulness of CC in Inferno? Given the repeated lectures from Blizzard about game balance seems to agree that it would be a bad idea.
In any case, is a build that uses a rotation (or priority) like:
1. CC ability
2. Damage ability
3. Movement ability
4. Repeat
but then make Inferno so difficult as to nullify the usefulness of CC in Inferno?
I'm speaking from the point of all of the talk about diminishing returns for CC's in later difficulties. Perhaps nullify is too strong of a word on this matter, but it still seems like the consensus is that CC'ing in Inferno is going to be really, really, REALLY weak. So, I'm trying to understand this idea. It seems to me that even 1 second of slowing/snaring is likely going to make a huge difference in high-end content. Also a lot of builds I'm seeing posted have little to no CC'ing. They're primarily focused on as much DPS as possible with some mobility thrown in.
I know for certain the wizard uses every dmg type, including physical.
Barb's are no more tanks, than monks.
WD doesn't rely on pet summons to do dmg....unless you include firebats, frogs, etc...as summons. But that isn't very descriptive.
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I know for certain the wizard uses every dmg type, including physical.
Barb's are no more tanks, than monks.
really? I know this isn't WoW but that doesn't mean there isn't a tanking aspect, it's just more peeling oriented. http://us.battle.net...Rdgk!UVe!cacaYb looks like a solid tank build to me.
Also the majority of a wizards spells are not physical dmg.
I can't wait to see what 4-player combos we see working Inferno.
One guy can be dedicated to nothing but crowd control.
Two can be dedicated to direct damage
The last heals the group Witch-Doctor style, gives buffs, whatever
All 4 have an AOE they can pop all at once to mop the "weaker" mobs.
or we will just play D3 instead and everyone kills stuff.
tru.dat
I disagree. The first few times inferno is beaten it will be with a group with specs that work in unison.
Some pug, bring w/e the fuck you got kind of setup isn't going to work for a long time.
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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!
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In any case, is a build that uses a rotation (or priority) like:
1. CC ability
2. Damage ability
3. Movement ability
4. Repeat
really seeming like it's going to be that weak?
Signature by Aranoch
build/group
but OP some of your statements don't make sense, If inferno is as hard as expected then cc'ing and seperating packs with it will be huge
I'm speaking from the point of all of the talk about diminishing returns for CC's in later difficulties. Perhaps nullify is too strong of a word on this matter, but it still seems like the consensus is that CC'ing in Inferno is going to be really, really, REALLY weak. So, I'm trying to understand this idea. It seems to me that even 1 second of slowing/snaring is likely going to make a huge difference in high-end content. Also a lot of builds I'm seeing posted have little to no CC'ing. They're primarily focused on as much DPS as possible with some mobility thrown in.
Signature by Aranoch
One guy can be dedicated to nothing but crowd control.
Two can be dedicated to direct damage
The last heals the group Witch-Doctor style, gives buffs, whatever
All 4 have an AOE they can pop all at once to mop the "weaker" mobs.
I know for certain the wizard uses every dmg type, including physical.
Barb's are no more tanks, than monks.
WD doesn't rely on pet summons to do dmg....unless you include firebats, frogs, etc...as summons. But that isn't very descriptive.
Epicurus
really? I know this isn't WoW but that doesn't mean there isn't a tanking aspect, it's just more peeling oriented.
http://us.battle.net...Rdgk!UVe!cacaYb looks like a solid tank build to me.
Also the majority of a wizards spells are not physical dmg.
I disagree. The first few times inferno is beaten it will be with a group with specs that work in unison.
Some pug, bring w/e the fuck you got kind of setup isn't going to work for a long time.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!