+dmg is always going to be king, because it benefits from all your modifiers.
It depends on the overall increase in int versus the overall increase in + damage
Obviously you need gear of equal level. But assuming that is true, then +dmg will surely always win.
I haven't ran the #s on it, but I would be outright shocked if that weren't true.
Another thing to consider is that you can have both on same item.
I feel like a noob xD I died several times on normal. My wizard getting roflstomped if I didn't pay attention =P
It actually got better towards the end, so guess I learned from my mistakes
Nah you just picked the weakest character. She will get better later.
2+2 =4
Apples are fruit
Walruses have a huge johnson.
Does that prove a WD skill is good or bad?
No.
Thx for playing, but I don't have time or desire to argue with every little bad comment.
You really are just plain stupid....
Can you please just prove me wrong? I presented a theory, then gave more than enough evidence to back that theory, then went back and reexplained it in a way that any 4th grader can understand.
Your Reaction: *covers ears* "Lalala I can't hear you"
Grow the fuck up or go back to bnet forums
Your math is right, but so is his.
The problem is that who cares if it takes 2.5 seconds to regen the mana spent for haunt?
First off the # changes wildly based on your regen
Secondly you are only looking at the rune's benefit over a very short time frame. It last 12 seconds, and you are only looking at 2.
On the other hand, knowing that if you choose this rune for haunt that it basically becomes free; now that is useful information. From that I can look at my build and judge how I might be able to compliment that fact. For example, something like pierce the veil. If its already close to being free, then a slight increase won't matter, but it will drastically boost my dmg.
Elemental Arrow - Lightning Bolts should be a really powerful stun tool. Use a fast weapon, throw a Mark of Death or two with hatred proc on a pack of champions and fire away. 40% crit is not unrealistic to achieve and you can almost stunlock someone (well no, reduced stun duration in Inferno). It also synergizes well with a disc on crit build and an abusive use of Smoke Screen.
That is assuming that the disc on crit doesn't have an internal cooldown or is on a cast per cast basis, which I think is almost a certainty. Even on a cast by cast basic you could still get a lot of disc with that passive though. 3 APS would not be hard for a DH, which given a good crit% would be maybe 3-4 disc per second.
It would rape AoE, but what are you going to do about single target fights?
What Lackies said is incorrect and misinformation. Bola stacks on a single target, it does not overwrite the last one applied and reset the timer. I have thoroughly tested this in beta since patch 2.
Fire and forget kitting, I have plenty in my arsenal to allow for movement. Bola shot also hits for very respectable damage and also stacks on single targets. I don't think it will be an issue.
This is a burst damage build when combining bola shot, sharpshooter and sticky bomb. Its not meant to have consistent damage.
I knew that, but its still only 180% wpn dmg, and you have no usable spender for single target.
You can only have 1 mana regen item if you use 2h.
Yes, but you don't need as much mana if you are slower casting ^^
But ofc since they made the class specific items for Wizard and Witch Doctor 1handed, they intend for you to play as such... AT SOME POINT. While lvling to 60 you will just use what you find/buy/whatever, but there will come a point in end-game were the extra 6 affixes from duelwielding is just to good to pass up. But I know that in the Open Beta, 2handed kicked weapon + mojos ass. So 2handed starts out stronger, but will be less and less powerful as 1hand + offhand gains useful affixes (and you have more +damage slots on other pieces of gear).
There are staves in game, and they are meant to be used by WD and Wizard.
By no means are you going to be forced to use 1h + doll at end game. There will be comparable 2hs in existence.
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Level 50 - Finish Nightmare
Level 60 - Finish Hell
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Obviously you need gear of equal level. But assuming that is true, then +dmg will surely always win.
I haven't ran the #s on it, but I would be outright shocked if that weren't true.
Another thing to consider is that you can have both on same item.
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Nah you just picked the weakest character. She will get better later.
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The vendors sell good items as well...particularly +dmg rings and amulets, and on occasion decent weapons.
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Thats a good point. I guess I just thought he would be more useful for leveling.
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Your math is right, but so is his.
The problem is that who cares if it takes 2.5 seconds to regen the mana spent for haunt?
First off the # changes wildly based on your regen
Secondly you are only looking at the rune's benefit over a very short time frame. It last 12 seconds, and you are only looking at 2.
On the other hand, knowing that if you choose this rune for haunt that it basically becomes free; now that is useful information. From that I can look at my build and judge how I might be able to compliment that fact. For example, something like pierce the veil. If its already close to being free, then a slight increase won't matter, but it will drastically boost my dmg.
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That is assuming that the disc on crit doesn't have an internal cooldown or is on a cast per cast basis, which I think is almost a certainty. Even on a cast by cast basic you could still get a lot of disc with that passive though. 3 APS would not be hard for a DH, which given a good crit% would be maybe 3-4 disc per second.
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There are staves in game, and they are meant to be used by WD and Wizard.
By no means are you going to be forced to use 1h + doll at end game. There will be comparable 2hs in existence.
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Of course that's why you can just resummon him, as long as CD isn't too long.