Look guys, there are some pretty big things that most of you aren't considering when you bash these changes...
1. Capping MF at 300% is still extremely high.
2. Paragon is a REWARD for something you are going to do ANYWAY.
3. The changes to PVE Content, class abilities, and the introduction of Paragon is going to makefarming much easier. So you are essentially trading a MF/GF cap for the ability to kill MORE mobs FASTER. Six of one, half a dozen of the other...
I love these changes BUT MF/GF should affect chests. Chests just don't seem anymore important to me than a damn barrel unless they are bloody or resplendant. Also, I understand why Paragon is character specific (because hitting 99 on a character in D2 was obviously character specific) BUT it whole heartedly discourages creating new characters and trying other classes. Why Would I take time min maxing my stats including mf/gf along with survivability for inferno when I know I could just farm with a different character that already has innate mf/gf?
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I also bought the Book of Cain.... AWESOME lore piece for anyone truly interested in the history of the franchise. (also read all three Richard Knack books in the Birthright Trilogy :P)
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It seems to me that, other than weapons and helms, a Barbarian will put Strength gems in every open slot and Wizards will put Intellect gems in every open slot. If that is indeed the case, then the point of having sockets to add diversity and customability is lost.
Perhaps in Inferno you will need to mix the various gems as resistances, dodge chance, etc. may be invaluable. Time will tell.
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My question is what item types are socketable and how many sockets can each item type have?
Using the filter on the D3 official site doesn't even show weapons as being socketable, which is obviously wrong. Any blue posts I've found are all outdated and are likely irrelevant now.
If anyone has any information, preferably a hidden blue post or an official word of some kind, feel free to shed some light on the issue.
I know they have said they are going to update the official game guide at release, but I find it hard to believe they would wait until the release to reveal something so crucial to the core gameplay experience.
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I plan on running with dogs and gargantuan to give us some meat shields, and wll focus almost entirely on filling the support role while my friend deals the damage. My initial outlook on this is th DH has specific skills and abilities that react to "slowed" enemies and certain skills requiring distance to target ranges. So, I think the WD can do a great job at controlling the mob while the DH can rain down death lol.
Thoughts?
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The general idea for the runes, at least my understanding of them, is that as you level they allow you to gradually increase the versatility/usability of your skills as you get into tougher content. So your first rune unlock at level 6 is pretty awesome but around level 20 it just isn't cutting it in certain situations so you get your next rune and BAM! Now my skill is suited to the circumstances I find myself in at a harder difficulty. For all we know, Act 2 could be full of enemies that require AoE to take down effectively or maybe Nightmare is full of Poison immunes so now you need your WD's poison darts to do fire damage.
You all need to get a grip on the QQ'ing and realize what you are asking for doesn't make sense..
There I'm done, you can whine and defend your unsupported point of view now lol.
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I have hex in there for the healing through the golden rune to keep them up longer, but that is a great point on the zombie dogs. I guess my brain was saying, "Well if the passive increases the amount of dogs out, then it would increase the amount of dogs summoned." Guess that means EVERY WD will HAVE to take a skill that generates an additional zombie dog essentially.
But that gives me the skill swap i need for Zombie Wall, since i really dont care for the skill any way lol.
Revised build. I wonder, does anyone know if the rune affect for Plague of toads that causes confusion is affected by the Devolution rune buff on Mass confusion? The tool tip just says that enemies who are confused have a 99% chance to become a zombie dog when they die. Or for that matter ANY skill that causes confusion lol. Its prolly just for those confused by the Mass Confusion spell, but worth the ask i suppose lol.
http://us.battle.net/d3/en/calculator/witch-doctor#bhjdQP!XVU!aaabZb
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So my question is this. Has anyone else been considering a Summoning/support build WITHOUT SACRIFICE?
I much prefer running around with 1 gargantuan, 4 dogs, and a temporary fetish army. So the build I've been toying with revolves around keeping the summons up and increasing their damage. Take a look at the build and tell me what you think.
http://us.battle.net/d3/en/calculator/witch-doctor#bhkdQP!XVU!aaZbZb
I'm thinking about replacing WoZ with something else, suggestions appreciated lol.