I used it for a little while but really couldn't see myself really justifying the space in champion packs or boss fights in inferno. It's just easier to either use Spirit Walk for your CC break(I haven't needed two yet), or I've had Hedge Magic or the Pig rune in Hex when I'm running that.
I think the rune will be much more attractive once we can pvp and having more CC breaks will give us more chances to blow people up!
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May 27, 2012Posted in: Diablo III General Discussion
This reminds me of the South Park "Meme" episode a few weeks ago. This was so old! So last week!Quote from Zehkari
Though I do agree with the rest of your post Zehk, the sooner this gets nerfed the better!
May 27, 2012Well they did a lot I'm sure. Just because we encounter ways to exploit the mechanics doesn't mean their QA didn't do much at all. It just means they missed what we've found.Posted in: Diablo III General Discussion
I might just be another working stiff who sees people fuck things up in QA every day, but it does happen. It shouldn't but it happens all the time, you just gotta hope you can divise ways to reduce the problems and identify the ways they occur.
May 27, 2012The only time I've started to really want a fast 1h/OH combo and +atkspd gloves/ring is for boss fights in act 4 hell while solo.Posted in: Witch Doctor: The Mbwiru Eikura
Now I play during a lot of off-hours due to work insanity so many of my friends usually aren't down to do a lot of grinding when I get home at 1am est/5am est, so I find myself doing the last few boss fights in Hell solo.
My example thus far where I needed to switch things up is Rakanoth. I was using a 450dps 2 hander and a infinite bat spec with a gargantuan and Templar follower. Now I had about 6k dps at this point and 28k health. Though he just died too fast and I was doing a lot of trying to avoid his teleport gib. The first wouldn't kill me, but the inevitable second one would. Especially once my Templar/Garg died(even the second time).
So I went out, spent 100k, got a quick 600dps fast 1h and a good OH, went up to 12k dps(now obviously that might have helped) with some atk speed gloves and ring. Went to a burn spec:
Darts/BBV/Fetishes/Fire Locust/Haunt/Garg w/enrage
And then I had him dead before the first gargantuan died. Now this seems to be just a case of upping my dps, but he did teleport before I killed him once, and with the fast 1h I was able to get more hits off before he TP'd, and got more off while stutter stepping after the TP.
I don't think I would like this kind of spec/weapon combo going up against champs who were fast especially without soul walk in there, or Siphon to buff my overall sustained dps/healing. But for a quick burn boss fight, I think fast/burn is the way to go. Especially in my circumstance of being solo.
May 26, 2012Well it's not just bears, a lot of other builds are basically the same but with bats until you hit inferno. Once you hit inferno I guess stacking attack speed and poison darts really starts to shine especially when you get a lot of damage and can really put the burn on a boss.Posted in: Witch Doctor: The Mbwiru Eikura
Recent video especially shows the burst potential with a WD burning the Butcher in inferno in 12 seconds. It's pretty great, but definitely can't use something like that all the time, especially with the long CDs on our stuff.
May 25, 2012Yeah that definitely sounds like something to try. I don't really mind the impossibility factor that a lot of people seem to have a problem with.Posted in: Witch Doctor: The Mbwiru Eikura
I usually run with Hex if I have just the 3 pack, since that can more or less even the odds some, and lots and lots of kiting. Oh well, thanks again for the write up and have fun!
May 25, 2012Hey man, glad to see this is working for you as it seems a really unique build compared to the normal stuff we're seeing from a lot of people.Posted in: Witch Doctor: The Mbwiru Eikura
I would love to try out your build a bit, honestly I've been doing a lot of solo grinding, hit 60 last night and been having some fun with some different things.
In inferno, did you ever go up against a fast champ pack solo? I started hitting some really crazy ones in Hell A3 in the basement of the tower and wow just died for an hour straight trying to figure out a way to deal with Fire Chains/Fast/Frozen Licker things(the ones that grab you with the tongues), and I would really have to;
1) Stutter step every single other click to have all 3 of them miss their tongue pull
2) Kite back a ton, though didn't help much since they're fast with a tongue pull
and still it took me an hour of trying different builds and pull/engage/kite strategies in order to kill them. And I still had to kill them on two separate attempts because after I got one good kite off the other two caught up and ugh, chains.
What kind of things can you do against something that is faster than you, and can pull themselves and/or teleport to you?
Anyway thanks and appreciate your write-up!
May 20, 2012Do you have any abilities on your class which increase your movement speed? You should always always always be moving once he starts putting down defiles, and the moment you see yourself in the middle of one, hit your speed boost/teleport/leap/whatever in order to survive.Posted in: Diablo III General Discussion
Oh and giving you advice because I was watching method and team NL's streams all week while they were doing it while I was at work. If you have no speed boost up for it, and you're solo, it's over.
May 20, 2012They're random items, sure they're hard to find, but the loot rules don't, and shouldn't change just because an item is more rare. The loot rules are: Random item drops with random stats with x amount of affixes.Posted in: Diablo III General Discussion
That's how it should be, especially since you can sell basically anything you find, it makes good rolls more valuable and bad rolls much less valuable(at least depending on how bad a roll it is). So what, you found a legendary and it was 100str and 100int and +25gold and +health globes and +arcane resist, oh well. I mean it's not worthless but it's not the best.
If you're not ok with legendaries playing by the same rules, then tough luck and get used to it, because as you can see, Blizzard likes it this way.
May 20, 2012Just from knowing the fight on normal I would think you definitely want Spirit Walk in order to either have an escape if you fail at a mechanic and/or get yourself some space from him when you can.Posted in: Witch Doctor: The Mbwiru Eikura
Other than that, you should be going for single target damaging abilities(obviously), and possibly a garg to give you some more time to nuke him down.
Have you tried the bat spam infinite mana build?
Have you tried upgrading your gear for the best on the AH that you can reasonably afford? At least a weapon?
May 20, 2012I personally love the randomization. I feel like if you get something that is rolled really well you really get a good feeling out of that. I love that 99% of the items I get I'm going to get rid of.Posted in: Diablo III General Discussion
The problem isn't the loot system, it's that we've got a few specific stats and affixes we want to max/min our character and unfortunately the two do not mix at all.
Legendaries could probably have a bit of an affix level increase, so that they're more than likely going to be better than a rare item, or a blue, but it just depends on the dice my friends. It very may well be incredibly much more difficult to roll a good legendary than a good rare/blue.
I love love love how random the loot is, no more easy gear treadmills please, I'd rather do the game 400 times for the 1% chance at the item over the next year than have my toon maxed out in a month and see people complaining about nothing to do.
May 20, 2012Posted in: Diablo III General DiscussionQuote from Totaltotemic
If you have +damage on other parts of your gear (rings, amulet, off-hand), those stats will affect the DPS of a slower weapon less than they do with a faster one. Since every Source has +damage on it, I would assume that's part of the problem.
Wonder though, should we really see a noticable change when the weapons are a tenth of a second difference? I would think the formula would have to have a huge weapon timer coefficient in there in order to cause a noticable change with the same gear.
If that's true I think we might go down the road to where a lot of +damage stuff with a slower/faster weapon can severely change the effectiveness of a certain ability or combination of abilities.
May 20, 2012Posted in: Diablo III General DiscussionQuote from Rhogog
If the game is so perfect and if there's nothing to complain about then why are you all here and not playing the game?
Oh... right... servers are offline...
12 hours of overtime work, and foruming.
May 20, 2012Posted in: Diablo III General DiscussionQuote from Knaar
Oh my bad i was looking at the templar ^^' Didnt see it was a caster, sorry!
No worries! For all we know it actually might be the 100 str that's giving the difference Spiratess is seeing!
May 20, 2012Posted in: Diablo III General Discussion
Knaar I was under the impression 100str for a caster class really wouldn't do much at all. I'm at work unfortunately and can't check what the tooltip says for my WD unfortunately.Quote from Knaar
Equiped one do 100 str, the other one do not (dex and int)
For casters, Intelligence is what gives us a 1:1 proportional damage increase.
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