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With some information out may or maynot be correct about how hard monsters hit in Inferno will WD pets still be viable?
JayWilson:Yes, pets scale pretty well in inferno. You do have to refresh them, but they are useful for tanking mobs
So, all we have to be concerned about is pets accidentally pulling in mobs. I'm sure Blizzard has this one figured out, be pretty glaring omission otherwise.
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May 5, 2012Blood Ritual is going to be very useful in Inferno, because health is going to scale while mana will not. Here's why, creatures will be doing 10's of thousands of points of damage to your health, so therefore, your HP will have to increase dramatically. However, the only thing that does "damage" to mana are your spells...and those cost the same at level 60 as they do at level one. Therefore, while your HP's will probably be in the 5 digits later in the game, it is unlikely that mana will. Therefore, the 15% drain to your health from blood ritual is going to be practically "free" at later levels.Posted in: Witch Doctor: The Mbwiru Eikura
May 3, 2012How much patience must Bashiok, Rygarius, and the other blue posters have? With the never ending barrage of complainers, the Blizzard reps do an amazing job keeping their patience and responding honestly and accurately. Here are some classic threads, where you've got to commend the blue for keeping their cool:Posted in: Diablo III General Discussion
Are there any ridiculous posts that the Blue responded to that made you think, these Blizzard guys have a lot more patience than I do?
Apr 27, 2012Posted in: PvP DiscussionQuote from ecutruin
Honestly, you're deluding yourself if you think that'll happen with the way Diablo 3 mechanics work. With all the AoE effects and such available, you could lose a match to a few well placed spells. PvP in Diablo 3 isn't going to be some great skill challenge. You will die to other players..
You're right and you're wrong. A lot of people will go right towards the center and there will be a major blood bath. I'm going to avoid the AOE bloodbath by running to the border of the map and blending in with the trees. After the blood bath, then I will pick off one person at a time. Most people look at PvP as a contest to kill as many other players as possible. I look at the game as survival and that will afford me the most victories.
When you're hardcore, you don't live long by killing off three people at once and dying in the process. You win by hit and running.
Apr 27, 2012I propose the PvP should include a hardcore version for us hardcore folks. It would be ridiculous to die in a PvP game and then still use that character. That is an insult to us hardcore players.Posted in: Hardcore Discussion
I am sending in my hardcore PvP suggestion to Blizzard, along with a $10 Paypal donation so they include this feature. Keep a lookout for my Demon Hunter Katniss on Battle.net.
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Apr 26, 2012Recently there was a blue post saying higher level versions of those affixes would be much stronger graphically.Posted in: Diablo III General Discussion
Took a while but found it:
Apr 22, 2012So like many people out there i was not one of the lucky few to receive a beta key for diablo 3 so this weekend i have been playing it like crazy and loving it.Posted in: Diablo III General Discussion
I have played every class through the entire beta and after that experience there are a couple things that stood out to me.
Monk- i was very excited about the monk and was really expecting to be in love with this class from all the footage that I've seen. It is very fun to play when you're killing the elite packs and small trash mobs, but on my first run of the skeleton king with the monk i felt like it took forever to work him down. I fought the king at level 8 on every class, and had the hardest time staying alive on the monk.
Barbarian- maybe melee classes aren't my cup of tea anymore. I was ALL about the melee builds in D2 and had a frenzy barb that i loved to play. I got bored with this class pretty quick. It's a great class if you like smashing everything in to oblivion, it felt too easy for me. of course it is act 1 normal but the barb just makes everything his bitch after the first few levels. Im sure this is a class ill be leveling up as i am sure it will be more fun to play at later levels and difficulties.
Witch Doctor- I was not expecting to like this class. I hated watching the WD play throughs, i thought it looked stupid. Turns out it is pretty cool. I had the easiest time killing the skeleton king on this character. There was so much CC available to me by level 8 that the skeletons he summons did close to nothing the entire encounter. Between runed grasp of the dead and horrify i don't think i got hit by any of them.
Demon hunter- Originally this was going to be my main character to level up on release day. After playing it, its fun but it comes in 3rd on my list behind the wizard and witch doctor. Definitely good CC which i really like. Resource management was very easy, never found myself starved for discipline or hatred unless i did it on purpose.
Wizard- I love this class, in fact i played it through the entire beta 4 times already. from the 1st quest to the last, it's just fun to play. Out of all of the classes i thought that the wizard had the most survivability out of them all, at least at the level range we have access to. I was worried about this class after seeing the damage reduction in this latest build compared to say.. beta patch 13. But i thought the damage was pretty good for the gear i had.
After all that, I'm set on the wizard being my primary character. And all of this is just from my experience, i may very well be the worst monk player out there but I'm glad i got to try them all out and get a feel for the game before release.
Apr 12, 2012In general, yeah. Specifically for the WD I think. Because we don't have real resource generators.Posted in: Witch Doctor: The Mbwiru Eikura
WDs only have like 5 nuke spells though (excluding generators). We certainly have more dots / channeled spells.
But yeah, that being said, slow weapons are going to be best for the WD when using these spells. But if you're using dots / channeled spells it doesn't really matter so much.
Wizards aren't as simple though because they have far more on-proc abilities and have a lot more abilities that have runes to generate Arcane Power.
Having a fast attack speed endgame will likely mean that you're dual wielding (as opposed to just like using a fast dagger). So it makes sense that the casters are better off using a slow weapon because they'll have orbs/dolls/shields as opposed to like DHs, Monks and Barbs where it makes more sense for them to have two weapons.
Last thing I'll say is that fast attack speed seems to make the most sense for the Monk because his resource is so static, it doesn't really regen or go away, at least not without gear/runes and he doesn't get it for being hit. So it makes sense to generate it quickly. Also, because of how combos work, the faster you attack the more 3rd hits you get making faster APS the best for the Monk in my opinion.
Apr 12, 2012Posted in: Witch Doctor: The Mbwiru EikuraQuote from sacridoc
Pretty sure this is how this stuff works, but correct me if I'm wrong about something...
1) Dire Bats is a nuke, not a channeled spell I believe.
2) Dots / channeled spells work off fixed intervals. In general, it's been said that the interval is 0.5sec, but Rapid Fire for example has much faster intervals. These intervals don't change based on weapon speed.
What they mean in the Blue Post is that if you have a weapon that does 200 damage / 2sec using a 100% skill, if the cycle is 0.5sec, it will do 50 damage every cycle, and take 2sec to do the full damage of the skill. As opposed to if you did 200 damage / 1sec, it would take 1sec to do full damage (over 2 cycles). But in both situations your DPS is what it should be.
And in terms of moving around while firing, a higher attack speed isn't really better unless you're saying that it somehow triggers the casting animation faster, but I wouldn't expect that to save much time really. If you cast a channeled spell for 0.5sec, you'll do the same damage no matter what your attack speed is, as long as the weapon damage is the same. Because 250 damage w/ 2.0 attack speed = 500 damage w/ 1.0 attack speed. And over 0.5sec you'll do 250 damage in both cases.
3) However, the dot / channeled spell damage works off your DPS so the faster the weapon, the more damage you'll do, the more mana you'll spend. The Wizard and Witch Doctor don't have generators typically, so faster weapons probably aren't as good for them because the general idea is that with a faster weapon you spend resource quickly, but you generate it quickly too. This is less true for the Wizard and Witch Doctor.
4) Proc abilities / Life Per Hit is going to have an internal cooldown or some kind of penalty that makes it so abilities like Rapid Fire aren't so powerful.
5) I would expect that pet damage works the same as dots / channeled spells. The pets have a fixed attack interval that cannot be altered, but their damage will increase if you increase your attack speed without losing damage.
6) Basically, it usually doesn't matter much whether your weapon is slow or fast, it's just that fast weapons should work better for proccing stuff and using abilities that don't have cooldowns, like Fetish Sychophants for example. And slow weapons are better for something like Sacrifice.
7) The key in all of this is finding out how the penalties / internal cooldowns work for Life Per Hit and all On-Proc abilities. Only when you do that can you really know what weapon speed is best for your build...
Right, I believe that's how it works but doesn't that prove that slow weapons are the best for casters? Nukes are based on weapon damage so you will do more damage with the limited amount of resource that we have.
Apr 12, 2012We had a pretty in-depth conversation about this in #diablo last night.Posted in: Witch Doctor: The Mbwiru Eikura
In general: If your build uses ANY proc abilities (e.g. generators, on-hit effects, on-crit effects, so on) You will benefit from faster attack speed.
If you build uses NO proc abilities, then you will benefit from slower attack speed.
That is under the assumption you will stand still.
But since.. no one will be standing still. You will need to be moving between abilities, and having a faster attack speed will allow you to fire off those spells quicker.
In practice: Faster attack speed is (almost)ALWAYS better than slower attack speed.
Apr 11, 2012Yeah you don't get much in the beta with the WD, but I dont think he is gimp at all. On the contrary I think he is going to be quite strong in general.Posted in: Witch Doctor: The Mbwiru Eikura
I think one of the WD issues though is that the whole old naked african tribesman with parkinsons who shouts in gibberish when you use skills is one of the big turn offs of the class. Much harder to relate too. I think the female WD is much nicer to play as because of this. Since there is no way to fulfill the male power fantasy by playing as the WD, I think many players will avoid him out of aesthetics.
Apr 11, 2012Posted in: Witch Doctor: The Mbwiru EikuraQuote from Khrull777
I was totally turned off on the WD, until I saw an awesome build on this forum.
Then I realized, more than any other class, this one is going to take the most skill and concentration to really use as effectively as possible. The WD has the most cooldown effects out of any class. So to use this class, you really have to know when to use each ability and keep watch over the cool downs. While the other classes are clicking away, you have to manage mana AND multiple cool down effects and know when to use each ability. It's going to be fun balancing it all out.
I wasn't totally turned off, I just fealt they gave us skills that might be good in quite a few builds but didn't give anything that said look how fun this is.
I agree that later on I really believe that the Witch Doctor will come good, I have a good build planned aswell. Its just a shame the beta didn't give them something more to entice people.
Mar 4, 2012Posted in: PvP DiscussionQuote from Malkishua
Thats just the thing. WHY can't I be a glass cannon Monk? It's quite frustrating. And I know its not a MMO. I played D2 for a long, long time and WoW for quite a while. BECAUSE of that I fear this.
I never said you could not be a glass cannon monk...it is probably just not optimal. Wizards and Barbarians have single skills that hit for over 1600% weapon damage. Monks highest i believe is more like 900%. However, monks do attack faster and gain speed / attack speed / damage buffs on skills that they use to be able to become a glass cannon. It is just not very believable that you will be able to go 6 damage skills that only buff damage and survive anything in hell or inferno. You are not a ranged class that can dodge every spell, you will need to play defensive.
Ask yourself, is a "glass cannon" an insta-gib character or a character that puts out massive damage... because monks can definitively put out damage, look at exploding palm, you can chain that and make countless enemies explode(based on % of THEIR health) this does massive damage toward the end of the game. Barbarians however, have a skill with a 2 minute cooldown, that costs nothing(if runed) that does 1600 damage in an AOE....it can be the very first move you do, sure you can die after but that is still a "glass-cannon". It just depends on your playstyle.
Personally i see monk as a more steady, steady -> Burst. class. while barbarian and wizard are more use everything you have, run in circles and wait for regen / cooldowns. I do not know enough about witch doctor / demon hunter to correctly talk about them soo
Sep 19, 2011Here's some stuff I've noticed:Posted in: Theorycrafting and Analysis
- Attack - Increases damage dealt. Applies to all damage types (physical, elemental) and sources (it affects your pets). 1 Attack == 1% damage.
- Precision - Increases critical strike rate. Unknown formula. Appears to be diminish in effectiveness as your character levels. May vary per class. At level 13, my Wiz has 87 Precision with a 6.16% chance to crit. This translates to each point of precision being worth 0.071~% crit; roughly 14 precision = 1% crit at level 13.
- Defense - Reduces damage taken. Applies to all damage types (physical, elemental) and sources (melee, ranged, dots, etc). Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 89 defense, with a 59.38% reduction to all damage. This translates to each point of defense being worth 0.668~% damage reduction; roughly 15 defense = 10% damage reduction at level 13.
- Vitality: This translates directly into Health. Amount of HP per point seems to vary slightly per class.
All percentage based bonuses (excluding +Crit Damage %, because that goes over 100%) appear to be multiplicative, not additive. EG: 2x 50% dodge buffs would result in a 75% chance to dodge, not 100%. [(1 - 0.5) * (1 - 0.5)] = 0.25
- Armor - Reduces physical damage taken only. Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 145 armor, with 18.24% physical damage reduction. This translates to each point of armor being worth 0.126~% phys DR; roughly 80 armor = 10% phys DR at level 13.
- Resistances - Reduce damage to the respective element by a percentage. I have found no resist gear yet, so I cannot give any values.
- Critical Damage - Crits of all type deal 150% damage baseline. The + % Crit Damage affix increases that percentage.
- Block - Block reduces the damage of a physical melee/ranged attack by a flat value. Blocks are not a complete negation of that hit, as they were in D2.
- Dodge - Dodge completely avoids the attack. It appears to only work on melee/non-spell ranged attacks. There is no dodge animation, it is just a combat roll.
- Highest base damage, so you will hit the hardest
- They appear to have lower weapon spread than faster weapons, ensuring you do big damage more consistently
- Animation times are slower
- Less resource generation (for monk/barb/DH in some cases)
- Less crits/procs
- Innate 15% attack speed bonus
- Weapon have large damage ranges, so if the RNG gods are unkind you may be T_T
- Lots of attacks = lots of crits and procs
- More resource generation
- Remember that with dual wield, the attacks alternate between main and offhand
1H + Shield
- Armor boost, obviously
- You can block attacks
- The damage lost here is actually relatively small (in theory). Essentially, you do a bit less DPS than dual wielding (assuming the dual wielding weapons are identical in DPS/stats)
- Median spirit gain between 2H/DW
1 Handers Mace: 1.20 APS Spear: 1.20 APS [Wizard Only] Wand: 1.20 APS Axe: 1.30 APS [Monk Only] Fist Weapon: 1.40 APS Mighty Weapon:[ 1.40 APS Sword: 1.40 APS [WD Only] Ceremonial Dagger: 1.50 APS Dagger: 1.50 APS [DH Only] Crossbow Pistols: 1.80 APS 2 Handers Mace: 0.90 APS Polearm: 0.95 APS Axe: 1.00 APS Crossbow: 1.00 APS [Barb Only] Mighty Weapon: 1.00 APS [Monk Only] Daibo: 1.10 APS Sword: 1.10 APS Staff: 1.20 APS Bow: 1.40 APS
Anyone else find anything useful?
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