SUCK IT!!!!!!!!!!!!!!!!!!!
I knew they made inferno harder, not easier.
- FistOfZakarum
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Member for 14 years, 6 months, and 23 days
Last active Fri, Sep, 16 2016 17:02:20
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Apr 4, 2012FistOfZakarum posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyPosted in: News
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Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookPosted in: NewsQuote from Shrieker
Quote from BogatogFair enough, the amount of gear you'll get in a run through probably won't be sufficient to have a huge impact on the difficulty on a single run through.
I'm still not convinced that the overall level of difficulty in inferno has increased or decreased. All we know is that Acts 3 and 4 are more difficult than 1 and 2 right now. Maybe they tweaked it to be harder and then decided it was too hard for the whole game, but wanted the end to be even more difficult than originally planned.
Personally, I was fine with the static difficulty and was a fan of it as well. But I actually prefer the later acts to be more difficult.
Hopefully you're right about not being sure if the difficulty is increased or decreased.
Sorry for quoting this again but:
We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
The "that" does in my opinion confirm that the other acts was as hard as the last act is now, but they've been decreased.
This is stupid logic. They never said a decrease, all I read is that they made Acts 3 and 4 now BRUTALLY hard. AKA, they wanted to increase the difficulty even more to give a ladder effect on the progressing acts difficulty.
Let's remember. All monster in inferno are 61+. How would they lower the monster level in acts 1 to make it harder than hell if they had to go to level 60 or lower for inferno. Doesn't make sense.
I approve the change, haters gonna hate.
See you at release lol. -
Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookHELLO!?Posted in: News
They never said anything about DECREASING difficulty, where are people getting this idiotic notion from?
They said they're INCREASING the difficulty on Acts 3 and 4 to make it an ELITE level.
TL;DR You can't satisfy everyone. Might as well stop arguing with the fools that think this is a bad change.
Let's put it this way. Would you rather have the Skeleton King and the LORD OF TERROR have the exact same difficulty? No. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »Uhm... sure...
Lets say that he has 2 skills.
Skill 1:
Move 1: Charge
Move 2: DoT
Move 3: Escape
Skill 2:
Move 1: Flurry
Move 2: Stun
Move 3: AOE
He starts out by using either Charge or Flurry, which activates DoT and Stun for a bit over 0.5 seconds. Same thing for DoT/Stun --> Escape/AOE. He can combine these moves to create varied combos.
And no, I didn't read your whole post. The quote is what matters (I was actually looking for a excuse to post...
...I like posting...)
Well that actually clarified things for me, glad to see they implemented this instead of the assasin style floating orbs. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »But we already have a combo based character.
The Monk.
I don't think you read my whole post, please define how the monks "combo". -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesJust occurred to me that it would be cool to have a combo based character. They wouldn't have an energy bar necessarily but instead options of moves to go further with.Posted in: News
Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest. -
Oct 6, 2009FistOfZakarum posted a message on Diablo III, the Female MonkPosted in: NewsQuote from "Septar" »
As everyone knows
muscle=speed.
not really
[/COLOR]
Do you even know what you just said? Muscle is directly related to your speed so i don't see what the point of your post was. I don't mean she needs to look like the HULK or anything but at least be very very toned. -
Oct 2, 2009FistOfZakarum posted a message on What Do YOU Want To Know About Diablo 3?COW LEVEL!? Confirm or Deny!Posted in: News
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Oct 1, 2009FistOfZakarum posted a message on Diablo III, the Female MonkShe has better be at least visually muscled so i can believe that she has the monks speed.Posted in: News
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Sep 28, 2009FistOfZakarum posted a message on Character Energy SourcesHas it been confirmed yet that life/mana (or in this case energy depending on the class) leech will be in the game? Or is the orb system supposed to replace both that and potions?Posted in: News
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Well yes that's how DoT's work lol.
There have been multiple posts by blizzard already stating that the followers will be viable in Hell + Inferno as well so the Templar of all 3 of them dying is the least of my worries. Worst case scenario I resurrect him. Soul Harvest is amazing for damage increase, have you tested it? Truly one of the WD's better spells. With the heal, its Inferno approved IMO.
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Acid Cloud is a direct damage / DoT hybrid, that will be good enough in my book. Soul Harvest is amazing, I don't think I'll be removing it. The range on it is large enough to easily get enough monsters for it to be worthwhile.
I don't see how it's impossible to get off. You guys are also forgetting about Followers I guess? I mean the Templar if built properly is an excellent distraction (not counting on him but he DOES help).
http://us.battle.net...r/follower#1100
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This is a kitting build, I'm not simply staying stationary. Spirit walk from my beta testing is actually amazing and does not receive any of the credit it deserves from anyone. Fair enough however, I'll definitely take it over the alternatives. The mana regen and +100% unhindered movement speed for 2 seconds is enough time to give me breathing room and allow for more skills to come off cooldown. As I believe, the physical form does not relate to your health pool, it simply acts as a dummy which has your current health pool and will remove you from the spirit realm only, if and when it takes that 50% health damage.
I agree on your points for Acid Cloud, but I feel like for this build which focuses around dots and slow effects, having a cast and forget spell is better than zombie charger, even if it is more mana efficient. I have plenty of things with my passive choices and Spirit walk to regen my mana any ways. I may change to rune to Acid rain or Lob Blob Bomb depending on the usefulness.
As for Blood ritual, 15% of health from spells really is negligible considering we will have upwards of 20,000 hp at 60. 15% of 196 (Locust Swarm) is 29.4 hp for mana cost reduction. I will be regening at 200 hp per second. The trade off seems amazing. Not to mention a have a huge bomb heal every 12 seconds (maximum, it will be reduced by grave injustice which also supports my life regen).
I am considering dropping Blood Ritual for Gruesome Feast or Jungle Fortitude. I plan on using a 1h+ Shield for this build since I have no pets to tank for me, so Jungle Fortitude actually works well with a shield.
Thanks for the comments!
Also here is the iteration of this build for the end of normal (level 30) that is possible:
http://us.battle.net/d3/en/calculator/witch-doctor#SdZiUk!YZV!aZaaZ
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The primary design of this build is a petless WD that relies on slows and high impact dots to weaken enemies. A great defensive core of passives supports this and will hopefully work wonders when everything is cycled properly.
Locust Swarm + Acid Cloud are the two main damaging abilities which are supported by Soul Harvest, Grasp of the Dead and Wall of Zombies.
Emergency buttons are Soul Harvest and Spirit Walk which regen both life and mana. Spirit Vessel boosts both of these quite nicely and the cooldowns will be reduced even further with Grave injustice procs.
Blood Ritual is chosen for constant health regen which I tend to prefer for most of my builds.
For solo play, take an extremely high defense oriented Templar to help keep enemies away.
I'm still debating switching up Unrelenting grip for Pile on or Creepers, but the additional slow seems quite appealing.
This build has poison, fire and physical damage to help against resistances.
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Here's my 2H WW build.
I chose Revenge with provocation because it seems like the ultimate synergy move with WW. You're swathing through enemies and are bound to be hit multiple times while doing so. Being in the middle of a pack allows you use Revenge the maximum of its effectiveness for huge damage and healing.
Furious Charge with Battering Ram for huge damage leading in.
Frenzy benefits a 2H more than cleave IMO, especially on tough single target. Also the heal mechanic for more survival.
Opposed to your setup mine is heavily based around constant life leech and high crit as my survival mechanic.
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I had a good laugh.
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Man you sure know how to dictate how the game is played. Never mind this disproves the whole build right here. Right from the horses mouth.
In regards to the other posters, I realise that a mono build probably won't work in Inferno but we can't know for sure until tested.