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    posted a message on Witch doctor weapons and prefered stats?
    Quote from Rickarus

    Ideally, Witch Doctors want a fast 1-hander with aspd and crit damage, and a mojo off-hand with high damage and crit chance, and obviously int on both is always good

    i disagree
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on About to spend it all!
    Quote from Naught

    Search 1h weap with over 150 int and get the best one you can with 1.40 or higher IAS. That's how I do weapons and I have 75k base dps. I value 100 int on a weapon more than 200 dps. So I'd take an 800 with 200 int over a plain 1200

    why would 200 int be more important than higher damage on the weapon?

    isnt it better to stack the hell outa int and attack speed on gear and then just worry about getting the highest dps weapon you possibly can to get the absurd damage increases?

    why would you not use a 1400+ dps 2 hander with high max damage over 1 hander and off hand?

    what is your reasoning? maybe im the one misinformed here.. but i thought 2 handers were best for witch drs.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Firebomb: Roll The Bones vs Ghost Bomb
    which one you like more and why? im leaning towards roll the bones personally.. but its hard to tell which is better and would like some input.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on how many HPs needed for inferno?
    I kill stuff fast... by damage is over 27,000 but i die fast and with only have 14000 HP. Im using jungle fortitude too.

    How much HP is needed to not get 1 shotted in inferno by elites/rares/uniques etc?

    please advise
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Which Fetish Army rune does the most damage?
    ^^
    I havent ran any numbers but it seems to me that Legion of Daggers or Tiki Torches is best.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Tribal Rights bug
    does not work with Fetish Army or Hex. It currently only works with Big Bad Voodoo.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on has anyone seen how pathetic hungry bats is?
    agreed on the dire bats. my only issue with dire bats is the slow travel time which is gonna make them useless in pvp. but for pve.. its a great skill no doubt
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on has anyone seen how pathetic hungry bats is?
    seems to me that half the time the hungry bats fly though the ground or dont hit anything at all. especially on boss fights. buggy useless skill thus far imo.

    if anyone has had success with hungry bats please explain how... thanks
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on has anyone who has actually tried 2 handers prefer 1 hander + offhand?
    if so why?

    as for me, once i tried a 2 hander, i cant go back unless i need a shield for some reason (perhaps later in hell or inferno or pvp).
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on 1 hander vs 2 hander revisited
    Quote from Xeley

    I think you're in the wrong forum.

    oops sorry yall
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on 1 hander vs 2 hander revisited
    now that game is released im wondering how everyone feels about 1 hander vs 2 hander. For me I prefer 2 handers. They do obnoxious damage. They scale with everything really nice and hit so hard that primaries can be your only attacks in NM mode (havent really gotten far in hell so cant comment on that yet).

    I have a good yellow weapon and a bunch of mediocre yellow/blues and my damage is over 7k with a 2 hander. It scales really nice with summons too as my garg and fetishes hit for over 1k now.

    1 handers + offhands dont seem to hold a candle to 2 handers (at least for how i like to play the witch DR).

    Whats everyone's take on the situation?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Skills that surprised you
    Quote from Ruppgu

    Before I start day number 2 of massive D3 playing... I wanted to make a thread about the skills that surprised you (negative/positive)

    For me

    Positive:
    Spirit Walk - Jaunt: I wasn't on the spirit walk is useless band wagon but I didn't think it would be this useful. The speed boost is massive and that makes it a must have for leveling up. Just using it to cruise through cleared content is so useful. The best thing though is that you can use skills while spirit walked so you can get 5 stacks of soul harvest or cast a few spells without getting attacked and it's great for getting out of bad situations.

    Hex - Hedge Magic: I didn't think I'd need healing so early... but the healing from this spell is so nice. I LOVE that he'll cast an instant heal the moment you cast the spell so if I need a heal, I cast it... instant heal. The hex part is more helpful than I thought. It actually works on Rares and mini-bosses. Nothing funnier than chain hexing a hard rare.

    Spirit Vessel - I'm on Act 2 nightmare right now and there's already a ton of spike damage. Usually, when I die it's a spike of unexpected damage and ever since I put spirit Vessel on... I rarely die.

    Wall Of Zombies - hahaha... I had a lot of fun with this skill on the first Act boss. When he would charge... guess what happens if you put up a zombie wall in front of him? It's like hitting a brick wall! Pretty funny to watch but yeah... it does decent damage when you put it up... I approve of this skill.

    Garg: Holy crap this guy can tank like a champ. I didn't expect him to stay alive on bosses but even on Diablo himself, this guy would last most of the fight. He does some decent damage as well.

    Negative:

    Zombie Charger - Undeath: Is this skill broken? First off... the range is pathetic... I was not expecting that. Second.... if it kills something it doesn't appear to summon another zombie to me... what gives?

    Locust Swarm: Why is the range on this so small and why does it seem to cast it even if you're out of range and waste your mana and not debuff the mob? Maybe I wasn't noticing the effect on the mobs... but if I cast this on range it appeared that the mob did not get debuffed but it cast it anyway.

    Big Bad Voodoo: I wasn't keen on this ability before.... but holy crap I forgot how long 2 minutes really is... I can't stand having this on my bar.

    Zombie Dogs: I didn't give them much of a chance since I played Act 1 and 2 with a group so I didn't use them. But when I briefly put them back on my bar in Act 3 they'd die a lot so I removed them and didn't really miss it. The garg was tanking like a champ and kept things off me well enough.


    Here's what I'm running on my lvl 38 WD in Nightmare. http://us.battle.net...RdUT!bXV!aaaZaa. Works freaking great... 2 shot almost everything.

    What skills surprised you?

    agree with a lot of what you said.

    spirit walk is amazing i love it for all the reasons you said. I been using it a lot with honored guest because i have mana issues still. I definitely liked Juant though. The awesome thing about Spirit walk is that it can be used to get out of elite/rares that have the "walling" ability. If you get trapped just dip right outa the walled off section.

    hex i love it. its really useful on hard packs. once those elitei/rare mobs get all those high dps annoying abilities and they get hexed. makes life so much easier. I can only imagine that Hex will be invaluable in Inferno when some of the elite/rares have 5 or so random abilities. Mortars + arcane Disco laser + wall + immune shield + share Life Chain.... no thanks!

    Dire Bats + 2 hander (i didnt agree with what you said about this combo before launch).. but tried it out and HOLY CRAP big damage.

    *FETISH SYCOPHANTS is the tits. my fetishes hit for like 500+ damage (lvl 50 w/2 hander weapon equiped with some decent rares). Even if you have only 1-2 fetishes out from this passive its nice DPS boost. But its not uncommon for me to have 3-4 fetishes out (sometimes ill get up to 5-6 during an intense battle if get lucky ont he procs). The best thing about this passive is that its zero micro management which is great. I love this ability and i hope it scales well with Hell/inferno. If not ill be bummed.

    Legion of Daggers = 8 fetishes doing 500+ damage each (lvl 50 with some decent yellows).. nukes the whole screen dead (with some fire support of course). Even on full games. They are so quick and annoying randomly engaging and retreating haha.... i just love the confused AI keep on shifting targets and stuttering around not knowing what to target.

    Restless Giant just looks so bad ass when its enraged. Sometimes its bigger than the boss you are trying to fight.

    Fire Bomb + Roll the Bones rune is very nice.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The biggest let down for me was Big Bad Voodoo. Its not the CD so much is the lack of mobility. There is so much movement i nthe game (cept for some boss fights) that once you clear the screen and walk to the new area your BBV doesnt walk with you. BBV adds so much damage which is great but the screen gets cleared fast and you walk away and its still active all the way back there. Just seems a huge waste. I swap in BBV for party boss fights though. giving your whole group 20% IAS and 30% DPS for 20 seconds is absurd. we kill bosses faster than they can give some of their speeches haha.. (we x out of the speech and nuke them while they are talking still). ideally id like BBV to be mobile as well as have a slightly shorter CD. Id gladly give up some of th DPS boost it provides if the ability was more seemless with a fast pased moving game.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Thorns damage looks rediculously high
    was looking at some of the stats available on gear and thorns looks absurdly powerful. I hope its not to the point where we are pigeon holed into taking Fierce Loyalty passive if we want to have effective summons.

    I never liked the idea of thorns in d2. thought it was a cheesey way to balance summons.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on No reviews = warning sign?
    Quote from Ascendo312

    There are no reviews whatsoever for the game so far. I'm sure if they wanted to Blizzard could have allowed server access to a handful of prelaunch game reviewers, like Gamespot.

    Could this mean they are afraid of negative reviews prior to launch? Like what they do sometimes with crappy big budget movies? Especially since they pre-sales have been going so strong.

    blizzard has enough social proof and long track record of creating great games that reviews are irrelevant to me. even if d3 got craptastic reviews i would have bought it anyways. having a great brand matters.
    Posted in: Diablo III General Discussion
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    posted a message on The Big Install/Update Issues/Errors Thread
    thanks. reinstalling entire client now... see if this works.
    Posted in: Diablo III General Discussion
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