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    posted a message on Melee Doctor?
    I personally liked the look of grasp of the dead in the video's ive seen and you can cast this on top of yourself if u want to go melee. I find the bats to be too draining on mana and horrify may be difficult to go melee but essential if you want to survive. I dont like the idea of a melee WD. if you really wanna go melee go a melee class but im sure you can use this build early on.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on New Witch Doctor Skills and Runes
    You have the gargantuan at higher levels. perhaps when you get to harder difficulties you will replace the dogs with the gargantuan. Surely there will be a way. they would not create a class that would get nuked instantly because that is just plain stupid. We will be getting better gear as the game goes on and replaying end game bosses even on normal will give us better gear to keep surviving. I dont think people should be saying a class is useless or not worth having without having any solid evidence. Of course no one (except the developers) can say for sure what is viable and what isnt
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on how is blizz planning to face inferno diff in the future
    I hope they dont go overboard with expansions. A game can survive on its own if its a great game. Trying to keep people playing simply by creating expansions doesnt seem that worth playing if you ask me. When i think of a great game i am constantly reminded about those amazing scenes, moments or twists during it's experience. As for Inferno i would think a patch release after they see how people are exploring their characters and make it challenging in a way that u need skill not gear to achieve success
    Posted in: Diablo III General Discussion
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    posted a message on Weapons affecting Rune Stats
    Quote from valkemen

    Quote from Fusioner87

    I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?

    I discovered this playing my Monk at November 2011:
    http://www.diablofan...post__p__705612

    Short answer - damage of many skills is dependent from weapon's speed.
    More dmg = faster wpn and/or dual wield.


    I went to my mates place and got him to test out this theory and what you are saying is correct that the faster attack speed is what is changing the amount of damage of the rune percentage. However i am not sure that having a weapon that does 9dps would be more worthwhile than a 16dps weapon. The AoE damage may be faster due to attack speed but each point of damage will be less. I guess its just measuring what is going to give the best damage. Thanks for explaining this though :)
    Posted in: Theorycrafting and Analysis
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    posted a message on I hate to say this,
    Quote from Entity

    Quote from Mysticjbyrd

    But I told you so... I told you exactly why the runestone system would not work, and I was called a noob and flamed to no end.

    Ohh now dont feel bad, there are some serious drawbacks to always being right. For example, life has very few cliff-hangers.

    PS: To all the people crying about the removal of a terriblly broken runestone system, and discussing how to fix the new runeskill system, I would just like to ask you one thing. WTF are you talking about? Fist off Its not broken, it replaced a broken system, and now they finally have a system that fking works!! Secondly, given the short time frame til launch do you actually think they will replace this idea? Hint: No

    I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.

    I dont believe this is true. Firstly Diablo is not the type of game you play once and never play it again and secondly you dont need to replay it on a harder difficulty if you dont want to. If you want to get to a higher level then u replay certain acts. I embrace the challenge of playing Hell mode however, being a casual gamer myself, if i find it to be too time consuming to get to the next checkpoint i will most likely replay other acts which i can complete quickly.
    Posted in: Diablo III General Discussion
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    posted a message on WD Changes review - Patch 13 (good changes)
    I have paid most attention to WD since first looking into the game. The changes seem to balance out the classes and I think with the addition of runes the game becomes far more interesting whilst allowing players to design their toon around their unique playing style. The changes are definitely fairer. Lets hope we get to see some good multiplayer videos with the WD to see how the changes have effected team based play
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Why don't many people take Poison Dart in their builds?
    The runed effect would be better for burst damage but u lose the power of the DoT. Does anyone know if the poison damage over time stacks or whether spamming them would restart the poison counter. The spider theory sounds effective however I dont think its my style of gaming.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on New Witch Doctor Skills and Runes
    Findings rather
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on New Witch Doctor Skills and Runes
    Well done. Its excellent to see someone take the time to document all the changes. I made a post about the grasp of the dead rune changing the damage of groping eels when different weapons are equipped. Perhaps you could test this out and comment on your fondings
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Weapons affecting Rune Stats
    These rune upgrade scrolls... can you give us an example of how one would work? Im not entirely sure how they would incorporate them into the game. Freki as to you asking about base skills affecting skill damage i thought that was what they incorporated when they changed attack, defence and precision to strength, dexterity, intelligence. I know they have made a few tweaks in terms of health globes and chance to dodge but i assume the bonus to slass damage will remain the same. Here is a link to an old patch where it explained it
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Quote from Ashitaka

    Can you get full stats for the weapons being used? It would be interesting to see if it changes with weapon speed, damage, ilvl, etc. Also full details of the skill and DW vs 2hander etc if that applies. I'm very intrigued by this new revelation!
    I wish i could get full stats on them. to be honest it was something very quick in the video i saw and i had to pause it to make sure what i saw was right! unfortunately the video only used 2 or 3 weapons and they were all 1H as the WD was insistant on using the off hand mojo. I will attempt to contact some people i know who have access to beta to further extend upon the dual wield vs 2H annd also Mighty Weapons. It would stand to reason the class specific weapons would buff the rune more than a cross class weapon right???
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Quote from xkillerz

    Thats interesting. Maybe we can buff some rune stuff on our gear then. Also maybe everything is not final yet. I also discussed on the feedback forum and come up with rune upgrade scrolls. If they gonna use it idk. But the comminuty decides if this is accepted the new system. I think its not bad but could still use some work here and there.

    I like where your going with the idea on gear! this would definately affect people choosing to run with gear to increase magic find. If they keep this i wonder if it will affect going up against bosses. I know in playing D2 we had one characted with a ton of MF and made sure they killed the boss so we got good items but if you need a high DPS to take down end game bosses in D3 it might restrict people from stacking MF. I know it will make Hardcore gaming a lot more intense
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    yes i believe with this change into how the weapons prefix and suffix (now i sound smarter lol) affect rune power it will definately add another element to character customization. And lets be honest, the character customization is one of the things we love most about diablo! I would love to test all these out in the Beta also and see whether other moves are affected and whether it is just the bonus to damage moves or other statistics (such as extended duration of certain moves)
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Freki i wonder if your what you mention (stats related to that class - Str for Barb, Int for WD/mage etc.) will affect the power of the rune. They will definately affect the power of the move itself but also the rune? there are specific items which when crafting say Dex 1-5 and +1 random propery. And is it possible to get a +5 dex and the random property also a bonus to Dex (or strength/Int etc. for that matter)
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Interesting you should mention a bug in the system as this was my original thought however if it was done intentionally i dont mind so much as it will keep classes from squabbing over who gets what item. Do you suppose that the class specific items (such as the ceremonial dagger for the WD) would boost this statistic then? And if it is a bug should we report it to Blizzard?
    Posted in: Theorycrafting and Analysis
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