• 1

    posted a message on Diablo 3 Boredom Poll
    Quote from MCMXCIX

    Yes, the removal of having to create new characters to try new builds reduced the replayability of the game. Maybe I would still be playing if respecs were out, but I probably wouldn't enjoy having to plan things out and respec if I made a single mistake.

    Have to agree with this wholeheartedly. I played D2 single player contentedly for almost a solid year, just collecting items, using atma to horde the stuff (still have my stash files too.. hrm). I got miserably bored when I starting using an editor just to move skill points around to test new builds. took another month or so but Totally burnt out. D3 has claimed about 500hrs of my life since release morning, and eh, 70mil (and $30) in the bank and I don't even care since it'll buy maybe one good upgrade or two. Now the only things left in my life are school and my girl. :\
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Fetish Sycophants with Channeling Abilities
    It is not confimed for sure but I recall that IAS does speed up the channeling of spells.

    Sooru, on this forum, has illustrated this rather clearly. check link below
    http://www.clicktoloot.com/p/combat.html#channeledspells
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Looking for a core group?
    cuttlestaff#1742

    Looking at a mostly (in order of emphasis) dps/cc WD for solo, and support/cc/dps when grouped. Also playing with the Red panda semi-serious group but for a full group or whatever I'm fine with other players.

    Will also be playing on release night(morning 2am cst), expect me to be a little derpy, I enjoy the standard green handicap. Not completely worthless though, dozen or so 90+ d2 characters first half being non-cookie cutter builds, so I have *some* grasp of my mental faculty regardless.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Bashiok tweeting "something" may happen tonight
    Well, I click install in the installer on a daily basis, and manual, and parental controls.

    The manual now redirects to the game guide instead of a 404 page. Still an hour and 15 minutes early though.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Out of game plan and in game plan?
    Bottles are for wimps. I'm putting in my pro-gaming catheter ftw.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Blood Ritual Doc
    I'm hurt that you'd think Khrull would just wander straight into and hang in melee range of mobs. But imho, I don't think most mobs will be /that/ threatening for the careful player. Even against quick, extra life, vortex/teleporters/waller the spirit walk's a good getaway and assuming the mobs dont kick it right off the bat you can assume that at least some of the mobs will be distracted.

    I suppose we haven't seen much yet in the way of difficulty but seeing extra quick mobs I think the normal action will be to maintain distance, position yourself behind your summons, and get ready rather than rush in headlong for a soulharvest. Anyway, in a party this looks to be a pretty decent frontline dps dealer and roughly the same as I intend to work at except swapping the summons for some other CC spells since I do intend to play in a party more often than not and the spells allow for a little more personal control.

    Ah, but what do we really know until the game comes out? Being a roguelike gamer (zangband mostly, and a little dcstonesoup) I proceed carefully even if it only looks like a small brown rat (or in this case a treasure goblin).
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Blood Ritual Doc
    I wonder if it would be better however to swap out the Zdogs/rabid for something else.
    Hex offers life with the hedge magic rune, and spirit walk offers potential mana, whereas the dogs offer nothing particularly synergistic with the build since the gargantuan I think should take care of what CC is necessary.

    Hex also offers a +10%/20% damage taken debuff on affected enemies depending on the rune (I've heard three is roughly the number that the hex will hex before it expires) which makes it good versus tougher mobs/bosses. The loss of healing here could be recouped from varying lifesteal/gain on kill/hit equipment.

    In place of hex, the spiritwalk/Honored guest for mana regen could allow you to run in, soul harvest(Sos), spam a few haunts and get out fairly safely to spam bats from a mostly full pool.

    The life drain from the bats is something like 18.3/sec which is pretty negligible. Around 22 with pierce the veil with would also probably necessitate more mana than life generation. This is given that my L13 WD with no EQ in the beta has 404/324 HP/Mana I think, pretty close anyway, and a base 23 mana regen. Soul harvest and vampirebats/consuminghaunt is pretty comprehensive.

    Speaking of which, why no pierce the veil. Drop JungleF since the toughness is not so useful since the skills are ranged then there's no reason to hang in melee range except for the soul harvest.

    http://us.battle.net/d3/en/calculator/witch-doctor#acUdeT!XW!aZZaaa

    After all this, if dropping the level is important there are some tweaks that can be done to get it down a bit but I think the basic idea is certainly viable.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 2

    posted a message on Diablo is not WoW
    http://imgs.xkcd.com.../duty_calls.png

    +1 Beta Key for exemplary fanship
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.