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Mar 30, 2012Posted in: Witch Doctor: The Mbwiru EikuraQuote from Ruppgu
Quote from lorien1973
Here's the thing with wall of zombies - and most any spell which a monster must walk through to take damage.
If you watch the wall of zombie video Blizzard put out, you see the WD cast it, but 2 of the mobs attempt to go around the wall forcing the WD to go the other way to it walks into the wall. Assuming this is on normal, the creatures are only going to get more intelligent as the difficulty rises. This is a problem for these types of spells.
Without getting offtopic (I would prefer not to argue about this).. I will assume that zombie wall functions like it does on the video (where the monsters must go around it) on all difficulty levels.
That aside, it's a good point that I can't rely on a 25 second cooldown skill (although it may have been fine with my passives I choose since I'd take 40% less damage).
I made a few changes based on the suggestions - http://us.battle.net...dZik!WeZ!aaZZaZ
There is no proof neither any evidence that the mobs are going through or need 2 walk around wall of zombies.
Your build is pure shit, sorry to be harsh but you got vermin but no skill supporting vermin. You got zombie handler yet nothing that summons either dogs or gargantuan. U also have sacrifice (with no either active or passive skill giving you dogs) so what are u gonna sacrifice? Air?
Mar 19, 2012Posted in: Witch Doctor: The Mbwiru Eikura
ofc its ALOT. But think of this, lvl 60, endgame gear, 5000 int (this is just a guess lol) this skill would not be as beneficial as maybe other skills
Mar 19, 2012Posted in: Witch Doctor: The Mbwiru Eikura
How do you see and where do you get 223-238.9 from? Does the skill acc say so? Only played beta in patch 13 for a short while, and even with adv tooltips it was wp%Quote from CCG_Chinny
Quote from Mastodon
Now, I am going to post all the peeps that was complaining about WD nerf sucks, and WD it going to fail. I am just going to RUB it in
All your name will be here soon. I am calling you out. Thats right!
I personally never said the WD would suck. I just said the nerf to our AoE was too severe.
Edit: Their fix is apparently making our already superior single target DPS twice as powerful. I kind of question if they know what they're doing. a 14-15 DPS Bardiche using soul harvest...38.78-41.55 damage if you don't have +int gear outside of that (Give or take about 10% more int due to leveling). Alright cool. Let's see what our Haunt damage would be! 223-238.9 damage over 15 seconds. 14.9 - 15.9 dps just from haunt. Yeah, wow. Was this buff to our single target necessary?
And...Grasp of the Dead was only nerfed mana-wise.
Mar 17, 2012The patch isnt up yet correct? So I guess nobody knows the new order of the skills for the WD.Posted in: Witch Doctor: The Mbwiru Eikura
Would be nice if someone with beta can test this out and report the new skill order and on what levels we get what and what rune
Mar 17, 2012Posted in: Witch Doctor: The Mbwiru EikuraQuote from Kurast
I fail to see how the Witch doctor got nerfed.. I think ppl are way over exaggerating.
Damage increase on locust swarm and a huge increase to haunt, obviously mana costs are going to be increased. Mana deductions on some spells and it isn't exactly hard to figure out why vermin was removed.
These changes wouldnt be based on beta content either.. I'd say this is a change based on blizzards internal testers. Witch doctor was going to be my first character and still will be
Some ppl amaze me, did u FAIL to see that the duration got increased also? Dont just watch the wp% "buff". Locust swarm went from 150% over 3 sec (50% sec) to 320% over 8 sec (40% sec) So yeah NERF
Mar 15, 2012Before betaPosted in: Diablo III General Discussion
1 WD (tried this class last, and fell in love instantly, it just felt right from the start, like shaman/druid in wow)
will never ever f**king touch monk, sooo boring, i really tried in the beta but no.
Mar 13, 2012Posted in: Witch Doctor: The Mbwiru EikuraQuote from Antirepublican
That rune makes the skill even worse than un-runed version. You halve the dmg, but it still takes the same time to cast it. Lots of abilities the warlock has will do that much dmg or more instantly!Quote from Discopolice
Resentful Spirit does around 170-185% over 3-4 seconds. So with that it becomes usefull.
Cant see any real purpose to use it otherwise, in 15 sec you would have done more dmg with firebomb
Quote from Darkrasp
It's great when runed, return mana would allow you to spam more high damage skills and since Haunt lasts 15 sec you wouldn't have to recast it that often, also a 15 sec slow on bosses might not be a bad thing.
It only nets 9 mana if it goes the full duration. 0.6 mana per second per haunt is hardly anything significant.
I found a blue dagger and wanga doll that each had +2 mana per second on them.
Think about that for a second. Casting SEVEN haunts to regen mana at level 60 will be doing comparable to 2 affixes on some level 5 blues.
Bola shot explodes multiple times on the same mob.Quote from lorien1973
It's one of those spells you have to cast at multiple targets to be useful. If you keep doing it at the same dude, you are wasting your time. It's a lot like DH's bola shot that way. LOS causes problems with targeting of course.
Haunt will just refresh the duration if you hit the same target with it.
Also if haunt isn't worth using once, then its certainly not worth using a lot.
In an aoe situation the dmg output is small compared to an aoe ability. In a single target situation the dmg output is better than most alternatives, but not so much it actually merits a spot imo. An extra ~150% weapon dmg over 15 seconds is hardly worth a skill slot you can you use for defensive/offensive purposes.
The only thing it has going for it is that its cheap. But so what? Mana doesn't even seem to be much of a problem from what I can tell.
clueless boy is clueless
unruned 23,33% dmg per sec vs runed 60% dmg per sec. Yeah, very SUCKY indeed *facepalm*
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