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    posted a message on Wtf... just take more away from us
    Quote from KageKaze

    Quote from jrc1337

    im saying everyone gets the same thing. everyone picks from the same thing. everyone will be pro. i would rather people find runes that are different level so that you need to farm inferno for high lvl runes instead of BOOM lvl 30 i get max level rune woot

    So wait... If everyone gets the same thing, then the person who wins would be the one with the better skill or better team, right? Isn't that the whole point of playing against other players? Why should one piece of loot based on 100% luck make or break a player? Also, there's still tons of gear out there to get that can help make or break a build, not to mention just because everyone can CHOOSE from the same thing doesn't mean they WILL be the same thing.

    Coming from a competitive background, I can tell you I would much rather win knowing it was my ability rather than a some artifact I found.

    Totally. In terms of PvP I much prefer Guild Wars style to WoW. Based on skill rather than gear.
    Posted in: Diablo III General Discussion
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    posted a message on Wtf... just take more away from us
    As long as they have a reasonable amount of item hunting in the game, I'm not going to complain.

    The fun of any game is never being complete. If you ever end up with a perfect no improvement needed setup, that is when the game ends. Having to find better and better runes would be a good way to stretch this. But as long as they are planning to replace their absence with something else... I see nothing wrong with what they are doing here.
    Posted in: Diablo III General Discussion
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    posted a message on Freedom of Choice Gone? Lack of Freedom in Setting Up Action Bars
    I sort of just wish they'd pick a system and stick with it... I keep getting excited about a system and then they go and change it again before I can even try it.
    Posted in: Diablo III General Discussion
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    posted a message on My Hardcore WD
    http://eu.battle.net/d3/en/calculator/witch-doctor#aSdhUg!SVd!bbccaZ

    Poison doctor. Talents lay in mass damage reduction through bad medicine. Recovery through spirit walk and soul harvest, mana recovery through poison dart and locust swarm.

    In case of near death, spirit vessel activates.
    Posted in: Hardcore Discussion
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    posted a message on Myers Briggs + Diablo
    For any Myers Briggsians out there. I thought I might take a stab at this. This is from the overall vibe of each character.

    Barbarian - ESTJ

    Demon Hunter Female - INFP
    Male - ENFP

    Witch Doctor Male - INTJ
    Female - INFJ

    Wizard - ENTJ

    Monk Male - ESTP
    Female - ISTP.

    Diablo - ENTP or INTP not sure which.

    Tyrael - ISTP?

    Inarius - ESTP

    Uldyssian - ISFP



    Mendeln - ENTP



    Rathma - INTP



    That is all I have so far. If you know anything about the system let me know if you agree or not.
    Posted in: Lore & Storyline
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    posted a message on If You Could Import One Class From D2, Which Would You Save?
    I absolutely know the Necromancer will be appearing in Diablo 3. It has to happen. Not playable, but NPC's. Maybe in the expansion, I would love that.

    If I was importing one to play... still my bone spear necro. :D
    Posted in: Diablo III General Discussion
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    posted a message on Which Class Will Your First Hardcore Character Be?
    You have to play through the game once on softcore right? I'll probably play something different for hardcore than the softcore. But currently all I want to play is the witch doctor.
    Posted in: Hardcore Discussion
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    posted a message on New Affixes?
    Quote from maela

    Taken from my earlier post on this.

    Affix: Adaptive

    A monster with this affix would gain immunity to any skills that hit it for 5 seconds. For example... If I hit a monster with bash... For the next 5 seconds that monster cannot be damaged by bash and people must either wait 5 seconds to hurt it with bash again or use another skill (which the monster then also becomes immune to for 5 seconds). This would force a change in a players gameplay as monsters with this type of affix would require a combo of skills and not just one spammed over and over or switching between monsters if people only want to use or have one damaging skill.

    The 5 seconds could be increased or decreased and is just there as a placeholder really... Would need to be checked for balance.
    Also not sure how easy this would be to code server side...

    Neat idea. Maybe instead of total immunity for 5 seconds, skills becoming increasingly weaker the more you use one.
    Posted in: Diablo III General Discussion
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    posted a message on New Affixes?
    Divvy Mobs - Mobs spawn with random buffs and bonuses that it shares with all other Divvy mobs in a radius. For example, if two mobs were in the area which Divvy, one arcane and one fire enchanted, both would be arcane and fire enchanted until one or the other was killed, and its buff would be removed from the other.
    Posted in: Diablo III General Discussion
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    posted a message on New Affixes?
    Etherialized mobs - A wave of mobs, only one monster is not-ethereal. The ethereal monsters deal 50% reduced damage, cannot be attacked, and do not recover health while ethereal. When you have dealt fifty percent damage to the non-ethereal monster, the one you can attack switches. It continues to switch until all the monsters are dead.
    Posted in: Diablo III General Discussion
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    posted a message on Beta Key Contest #2
    Posted in: News & Announcements
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    posted a message on Zombie Dog explosion combo
    Quote from Kickin_It

    I'm fairly certain that Haunt won't be able to stack on a single target, so a single Haunt would do 608% weapon damage over its duration, and 3 would do 1824%, as you mentioned. However, that's the MAX damage for Haunt. 800% is the minimum for Sacrifice, assuming all four explosions hit at least one target (which they obviously should, otherwise you shouldn't have used it in that situation). If they hit more, even better. It only takes 3 targets per explosion to blow Haunt out of the water, and with a 12yd range, I don't assume it'll be too difficult to achieve that, especially if everything is clumped together.

    My build deals with health regen through the runes I have in Dogs and Grasp, which add a good chance to drop lots of health globes (which also synergizes with Gruesome Feast). And yeah, you could be in trouble if you have no way to get Dogs up and are being gang rushed by monsters. You have to use discretion with Sacrifice; just because you have Dogs up doesn't mean you need to (or should) Sacrifice them, even in a Sacrifice-centric build.

    The need for active Zombie Dogs is an obvious limitation of this build, but I hardly think it prevents the build from being viable. In any case, I definitely won't be using this build to level (Spirit Doc all the way!), but I think it'll be a lot of fun to play around with later in the game.

    Oh I think the Dog Explosion build will work for sure... it just shouldn't be focused on entirely, you have to think about sustainability in terms of both health and mana before you think about damage output.

    As for Haunt, it does stack. At least, I saw it stacking unruned in beta footage. Whether or not that runed version stacks is questionable.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Zombie Dog explosion combo
    Quote from Kickin_It


    Zombie Dogs is the only required skill in this build that even has a mana cost (and it's quite low with a 60sec CD). Neither Sacrifice nor Mass Confusion have mana costs at all. I can't speak for the others' version(s) of this build, but for mine, the highest mana cost spell is the summon, which, even with Pierce the Veil, is only 229 mana. Compare that to some of the more "spammable" spells (numbers assuming PtV) like Plague of Toads (274), Zombie Charger (298), Firebats (457/sec), Firebomb (343), etc. I think this is one of the better builds as far as sustainability goes. Only a Spirit Doc is probably going to be more efficient with mana, IMO.

    And just because Sacrifice hits all targets in a radius doesn't mean it can't be effective for single-target damage too. Imagine Sacrificing your dogs so that all their explosions hit one target (pretty likely in, say, a boss scenario). That's 800% weapon damage right there (before Attack benefits). I'm not worried.

    This is mine. http://us.battle.net/d3/en/calculator/witch-doctor#cSgUTb!dXW!aZZaab I know the single target damage of the dogs, yes. But compare that to Haunt in this build. Haunt can have three effects going at once, with the rune I have in there it deals damage over 1.9 seconds with 320% damage per second, that is 608 damage right there... so three haunts at once would be 1824% weapon damage. Now compare that to 800%.

    More than either mana or single target skills, what the build lacks is life gaining. How will you survive against a massive army when Mass confusion and zombie dogs are on cooldown? Wall of Zombies is the only damage dealing skill in the list here that doesn't have a cooldown, and it does cost mana.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Zombie Dog explosion combo
    I really don't think these builds would work very well unless you have huge mana regen items... and health gain items... but really you can't count on finding those kind of things, and this build just has no sustainability. Not to mention any single target damage at all.
    Posted in: Witch Doctor: The Mbwiru Eikura
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