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    posted a message on Pet scaling
    Defensive abilities shouldn't be affected by gear that much imo. Monk healing is static. So is his bubble. My Fear won't get resisted because I haven't stacked, I dunno, 500 dex.

    If dogs were an offensive ability akin to Necromancer summons, I would agree, you should gear them to last so they do good damage. At this moment, you have to gear super tanky to have pets that could 'try' tanking themselves (and yet see anyone that have working dogs in act 2), but still it's you who have to do damage. Or take other cc skill that don't force you into stat that is meaningless for ranged.

    For me, Dogs should be able to tank 'out of the box', further survivality added by your own dps (Leeching Beast), Life Regen (Fierce Loyalty), picking health globes and Passives. It just seem to require way too much work to make them usable (for the sake of it I would say), when you can get by w/o them just 'fine'.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Pet scaling
    He did get 3 shot when I entered act1 Inferno. Now that I'm farming it, I may try it again, but don't see real point. He will get instagibbed in act2 by eating wasps. I just don't see why I should need defensive gear for something that's main job is to keep me safe. Might use proper defensive cooldown in it's place.

    Wasn't it proven that stacking resists on non-melee is pointless as you will get one shot anyway? The only people who I hear to farm/beaten inferno are using glass cannon builds as otherwise it drops their dps by ton but not increase real survivality.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Pet scaling
    The dogs works fine on NM, it's Hell they stop working. When I got Leeching Beast I went to test them, died in 3 hits to normal mobs...
    Gargantuan works fine up to Hell. Inferno act 1, he dies to 3 hits to a white zombie (no joke).
    You shouldn't need super gear to make them work. Dogs are DEFENSIVE skill. The whole point of them is to tank hits so you don't have to. You're much better getting cc skill there, which will work no matter gear, and just kite every pack.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Pet scaling
    It's sad that when you unlock Leaching Beast rune, dogs are completely worthless and die with it in first 10-15seconds after casting, that is with all defensive passive on Hell. It seems the only use for them is for suicide bombers, and even then, you need whole build resolving around them.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Grave Injustice not working Wall of Zombies/Pile on, bug?
    I can't see to get this passive work on Pile On. I'm standing in middle of enemy group, kill them, see my Grasp/Spirit Walk reset instantly, yet Wall of Zombies continue slowly clocking no matter kills. Bug or intended?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Whimsyshire!!!
    1,2mln iirc.
    Posted in: Diablo III General Discussion
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    posted a message on Whimsyshire!!!
    You have to upgrade staff. Buy plans from one of vendors in ActIV (ActIII won't work). It costs 200k to upgrade to NM, and I believe 500k for Hell?
    Posted in: Diablo III General Discussion
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    posted a message on What Witch Doctor builds are you using?
    http://eu.battle.net/d3/en/calculator/witch-doctor#biSRXT!Zce!bZaabY

    I'm being dropped constantly in coops with magi and demon hunters, so I'm kinda forced to be 'tank' of the group, mainly supporting/cc skills. I have to say I love Stinker rune. It has perfect synergy with Bad Medicine, and constant aoe dot makes mobs focus on him much more often than normally (when some just run past ignoring the guy).
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The ABC club.
    As in "Angry (Battle) Chicken".

    Using this rune on the Hex is completely pointless. It takes away one of best of your defensive CDs, turning it into mediocre nuke that constantly puts you in danger, take away precious skill slot, and have 15 second cooldown to boot.

    So, who else is disregarding all of the above and spam the hell out of it in Coops? :D
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Skills that surprised you
    Pierce the Veil is great, but require you to get abilities restoring mana. Locust with mana on jump and Gruesome Feast is enough for me to play comfortably, even if my mana allows me only to open with Locust and 2 Acids until I'm oom and wait for dot spread. Poison Dart w/ mana regen could be useful as well.

    From me, to the unsuspected great abilities - Mass Confusion w/ Devolution. Having dogs out and still retaining nice defensive cd is sweet.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Skills that surprised you
    I'm wondering how the dogs are scaling with vit, as in actual numbers. Companions get 5x normal hp from each vit point for absurd health pool for example.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Skills that surprised you
    I just gotten Locust Swarm rune that replenish mana on jump, and gotten into Jar of Soul even with friend in coop. One cast keep the dot spreading at all mobs during whole event, and allowed me to spam Acid Cloud and Dire Bats all over the place! So awesome /)^3^(\
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Sacrifice grasp of the dead?
    You might have problem killing Treasure Goblins without a slow though, bastards are getting tougher and after some time, they don't stagger anymore and will jump to portal anyway. You are also relying on one dot and pets to do all the killing (and a primary I guess), while not doing any use with your mana. Will that be problem, I have no idea, only gotten to NM myself.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Skills that surprised you
    So far, disappointed with Zombie charger, first rune still loses to unruned Locust. Second is "slightly" better, but require zombies to at worst 2 shot enemies, and even then they move slowly and miss. Waiting for more unlocks.

    Circle of Life has way too low chance, it takes ages to get dog, and then it's one shotted by some monster types anyway. Not worth the risk of getting closer than optimal to foes.

    Dislike the haunt, Locust does similar job, but faster, and spread to everything by itself, with only downside of having to be closer to apply it. Runes may change it later.

    On positives, Locust is what I expected, if not better, sick damage and 'feeling'. Zombie Dogs actually do some decent damage to finish up stragglers (but they add too much chaos to my liking). Acid Cloud is overkill to Locust, but still nice to juggle between those two. I love the Spirit Walk, saves against those wallers and knockback-stunlock mobs.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Dire Bats - OP as hell?
    To be honest, after playing some more, I don't think it needs nerfing, more likely Zombie Charger needs some slightly buff, movement speed or range wise (since both skills fill same role, yet Zombie feels much weaker in every regard).

    And myself, I don't have problems targeting them, in fact, it's pretty easy to snipe far away targets with it, unlike Chargers.
    Posted in: Witch Doctor: The Mbwiru Eikura
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