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    posted a message on Witch Doctor Nerfs
    Quote from MandyMemory

    Quote from Ellixmaji

    Quote from Mac_an_tSaoir

    Show me with a build where Firebats does 244% damage with the b.net calc.

    you CANT

    Also bats is a cone effect, unless you get cloud of bats, which is a PBAoE that only gets strong after keeping it channeled.

    Cant find a link on how hungry bats behaves, if you have one, please feel free to post it. Even if you take both passives of Vermin and Pierce the Veil, it still doesnt get to 244%

    Everything you just spat out is ignorance to the current build, shhhhhhhh

    170 * 1.2 = 204 *1.2 = 244
    If we assume damage calcs aren't multiplicative, which I doubt, then its 238%.

    Have you ever used firebats? The fact that it is a cone is what makes it so damn good.
    The long range one makes it sound like it won't be very AoE anymore. Since fewer bats won't hit as many people.

    In that case, Poison dart with splinters outdamages it. 210 * 1.2 = 252 Also only used 1 passive freeing up another.

    That said, I can't wait to try out bats again. They were awesome.

    If it loses a significant portion of its AoE then I agree, Splinter Darts atleast becomes competitive with it. In PvP I'd prolly still use Firebats for the on target click as opposed to the projectile.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Wizard spell twister rune "storm chaser" tooltip wrong ?
    Quote from cryospark

    It charges up to release twisters on those mentioned signatures.
    I think it's 3-5 casts then your next signature launches a twister coinciding with it.
    Can't be sure on the specifics but that general idea.

    Agreed, if true that is an incredible rune.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on For those that have beta...Strafe
    It's based off enemy location, but it will target environment and destructibles as well if they're around which can hamper your overall dps with it. Fun skill though, one of my most favorite.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Why does the WD have so many cooldowns??
    Quote from nukewarm

    Quote from Ellixmaji

    Quote from nukewarm

    No, it was not a weak argument. The problem is classifying the data. Let's look at this in another way.

    The sum of all cooldown time of all active skills (I'm still not counting the barbarian's 2 minute ones):

    Barbarian: 107 seconds
    Demon Hunter: 85 seconds
    Monk: 135 seconds
    Wizard: 94 seconds
    Witch Doctor: 513 seconds

    If you don't intend to include the barbarian cooldowns of 2 minutes, then don't bother including the Witch Doctor's either, otherwise your data is pointless as it's blatantly biased.

    Edit: I can easily say let's not include 2 minute cooldowns, or pets since they shouldn't die and low and behold the witch doctor total cooldown period is 153 seconds, slightly longer than that of the monk. Your argument is has no merit if it doesn't keep its data uniform.

    Each class has 3 skills that are on a bit of a timer.

    1. The barbarian has the longest timers of any class in the game
    2. Those three skills comprise 72% of the barbarian's total cooldown time

    They are complete outliers. I will not add them to any figures I work with.

    The Witch Doctor's cooldown timers are obscene.

    Without pets or the same 2 minute timers you refuse to acknowledge for the barbarian, 153 seconds.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Why does the WD have so many cooldowns??
    Quote from nukewarm

    No, it was not a weak argument. The problem is classifying the data. Let's look at this in another way.

    The sum of all cooldown time of all active skills (I'm still not counting the barbarian's 2 minute ones):

    Barbarian: 107 seconds
    Demon Hunter: 85 seconds
    Monk: 135 seconds
    Wizard: 94 seconds
    Witch Doctor: 513 seconds

    If you don't intend to include the barbarian cooldowns of 2 minutes, then don't bother including the Witch Doctor's either, otherwise your data is pointless as it's blatantly biased.

    Edit: I can easily say let's not include 2 minute cooldowns, or pets since they shouldn't die and low and behold the witch doctor total cooldown period is 153 seconds, slightly longer than that of the monk. Your argument is has no merit if it doesn't keep its data uniform.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on QQ Hydra
    Quote from Ash3r

    I dont see a problem still with that change. Not like you will keep spamming hydra so now you put one, change spell and use something else. When the hydra runs out you can cast another and change to the other spell again

    The problem with skills like that is the Wizard is already crazy starved for spells slots, everything in your build has to do something great or it just isn't worth it. Basically, the slot is too valuable to waste on a support damage skill.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on QQ Hydra
    Quote from jaclashflash

    Quote from cryospark

    Hmm nah can't see any real point to this with the numbers it does in damage, just doesn't deserve a spell slot.
    This and it's pal Explosive Blast seem incredibly pointless abilities at the moment.

    As was said there are 3 heads each attacking at the same rate as you can cast continuously!

    1.5 cast per second
    Electric hydra does 30% wpn dmg per head
    3 heads
    15 sec duration


    That means that 1 button you pushed could yield 1.5*30%*3*15 =2025% wpn dmg
    *And this is before any sort of dmg multipliers like glass cannon, magic weapon, etc...

    Which essentially makes the Hydra the best button on your bar for any single target fight which lasted 15+ seconds.

    Of course thats also why it was nefed...it would be insanely OP to let you spam that on a boss.

    You're multiplying the cast rate as damage and the time as if it shoots once per second.

    Its ((3 * 30%) * 10) (1.5 second cast, 15 second duration = 10 casts) for 900% weapon damage, assuming that all 3 heads find a target.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Witch Doctor Nerfs
    Quote from Mac_an_tSaoir

    Show me with a build where Firebats does 244% damage with the b.net calc.

    you CANT

    Also bats is a cone effect, unless you get cloud of bats, which is a PBAoE that only gets strong after keeping it channeled.

    Cant find a link on how hungry bats behaves, if you have one, please feel free to post it. Even if you take both passives of Vermin and Pierce the Veil, it still doesnt get to 244%

    Everything you just spat out is ignorance to the current build, shhhhhhhh

    170 * 1.2 = 204 *1.2 = 244
    If we assume damage calcs aren't multiplicative, which I doubt, then its 238%.

    Have you ever used firebats? The fact that it is a cone is what makes it so damn good.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Witch Doctor Nerfs
    Quote from nukewarm

    I assume they're making these changes for a reason. Their testers have obviously determined that the game was a little too easy with the skills the way they were, so they brought them down to where they should be.

    I'd like it noted that nothing is really "nerfed". Blizzard has the right ideas for all of their skills, and now they need to balance everything to ensure the game is the difficulty they want it at.

    D3 hasn't been released yet, so I assume there will be many more changes in the future before it's ready.


    The problem is, they want to balance things, start with Crimson Firebats. No other ability comes close to it. Its huge range, its 170% weapon damage that can get up to 244%. Its AoE and its mana cost is super cheap.

    Nerfing other abilities just further reinforces that all Witch Doctors should do is take their pets, a bunch of big cooldowns and then fiiiiiirrreeebbbbaaaattttssss to victory.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Witch Doctor Nerfs
    So we already knew the Witch Doctor got slapped around in patch 13, but after the release of the calculator we can see even more nerfs happened, some even happening to the few abilities they buffed.

    Zombie Charger - Undeath - Took a big time efficiency nerf going from a potential 640% damage per cast down to 410%.

    Locust Swarm - Had its chance to jump, and its duration runes both nerfed. In particular the duration Locust Swarm had a niche in builds as a long lasting applicator of Bad Medicine.

    Gargantuan - Mostly nerfed across the board.

    Sacrifice - Next of Kin took a nerf taking a build that likely wouldn't work beyond Nightmare even further in obscurity.

    Spirit Walk & Soul Harvest - Both took MASSIVE nerfs to their offensive runing options, losing upwards of hundreds of percent weapon damage.

    Spirit Barrage - Probably the weirdest in that they buffed the unruned skill to a crazy high weapon damage, and then nerfed every rune to be less effective than back when the base skill did only 120% damage.

    Acid Cloud stayed unchanged, which given its current cost and use makes is pretty unviable.

    And then out of nowhere Wall of Zombies is this massive rape factory.

    With all the previous changes combined with these new ones we're now able to view I'm having serious doubts about the Witch Doctor. So many skills are simply unviable compared to others. I have no doubt that the Witch Doctor is still a strong class, so long as he sticks to the 10 or so skills that actually make sense. Which frankly, just sounds kinda boring.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Acid Rain?!?
    Acid Rain will be useful for spreading a lot of bad medicine very quickly, but other than that its uses look very limited.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Melee Doctor?
    Are you really going to argue the semantics of close range as to melee? go make sure to tell blizzard developers that their wizard build is close quarters not melee.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Melee Doctor?
    Quote from 1up_Mush

    Omfg give me a break... I got to use a WD carying a weapon but never ever using it... It seems more like aburden than a weapon to me. Never saw something so retarded. And those are not meele, they are mid-range for your info.

    Just because a spell can travel doesn't mean that's where it is most effective. Manitou will assuredly launch each bolt where a mob currently is, which means a mob in motion has a chance to make each bolt miss, if you're being piled in on, the chance of each bolt missing goes way down. Zombie Charger is the slowest projectile in the game, might also be the shortest ranged one as well, if you don't plan to use it right in something's face, then it's use is very limited.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Melee Doctor?
    Quote from Mysticjbyrd

    How is this a melee WD exactly?

    The majority of these spells are at max effectiveness at very close range.

    @1up_Mush: No basic attack doesn't mean your character can't operate in melee range.
    Posted in: Witch Doctor: The Mbwiru Eikura
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