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    posted a message on Arachyr Thoughts / Questions

    Nevermind I decided to be less stupid and made sure everything else was off / unequipped so I could see more clearly. Tested on zombies and cold dart (1m) spined dart (2m) same sort of result with cold spider vs blazing spider. So it does work just fine so long as it's the mana restore rune.


    Well that gives me something to mess around with this season~ Spider Locust legion go!

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Arachyr Thoughts / Questions

    Tested as best I could on T13 zombies and Depth Diggers don't seem to do anything even when the primary skill restores mana. So that's that out(?) Sure wish Blizz would fix their crap if they're going to drop.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Arachyr Thoughts / Questions
    Quote from Coltraine»

    On a side-note; you got me wondering about fire Hex + Fire Spiders + Depth Diggers + Spider weapon (forgot its name).

    Hm Fire Locust would work nicely with that too.
    I read that Depth Diggers don't work even if the spell gives mana back though I'm not sure if that's true or not? If I have time before the season starts I might try testing it out.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Arachyr Thoughts / Questions

    TLDR obviously Arachyr is not amazing. Just musing on some things.


    Arachyr buffs Spiders, Toads, Firebats, Locust, Hex, Piranhas.

    Required to cast Hex every 15s.


    - If not Chicken, thanks to 4p nerfs the only good rune left seems to be the fire explode one since we already get the frog?


    - Locust can do a lot of aoe, but the problem is to fully buff it you need Vile offhand + WormWood in cube leaving a 1h to buff a single target skill, or use WW Vile in cube with nothing to boost a single target spell.


    - To use Firebats as your main skill you need to use a 2H so no offhand usefulness AND WW in cube AND a belt rarer than god AND to cast haunt (and use shoulder offset) which seems kinda awkward??


    - To use Chicken as single target damage you need majamanumamams using both weapon slots so no max locusts since Vile won't fit.


    - Is there some way to make spiders or toads super powerful..? Simplicities doesn't look like it'd cut it and despite dropping Depth Diggers don't work, for wd/wiz right?


    - If you decide to throw Arachyrs to the curb and do bat+swarm with LoN then you need to use 2 staves which means 100% less bonus?


    Can anyone correct / fix any of these assumptions?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Best classes for season 7 conquests?

    The Thrill is easy with garg ring and like Jeram and an ancient weapon.


    From memory Raiment set dungeon was super easy (you only need to do one right?) Inna's and Monkey were kinda irritating, Uliana's much harder. AFAIK Raiment is less squishy than before thanks to cyclone shoulders but still pretty squishy. They look like they do a ton of damage.

    Posted in: Diablo III General Discussion
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    posted a message on ROE Changed - boosts Haunt & Locust Swarm only?
    Quote from Jelloslock»

    Quote from lxxcurse»

    What they need to do is lower garg (esp cold rune unless it doesn't work the way it reads) so that they can boost the sets in general (if they're not going to bother actually fixing them)


    Honestly this change won't make much difference to anything except super high GRs anyway, but everyone jumping on the wd bandwagon will probably get right off it after this.



    It will matter when Helltooths raw output on 15 targets dropped from 120tril dps to 50+ tril depending on number of elites because you are back to furnace.

    Pure single target rift guardian it went from 19 tril on a very high tier boss to 14 tril.

    Meanwhile gen monk is doing 80tril in 15 target aoe(uneffected by amount of elites just targets are more area dmg) and 23.3 tril on boss.

    Right but if you're counting on Trillions of DPS then you're doing high GRs... which is where I said the change matters. I'm not saying I don't think WD needs help all around, just that this change doesn't kill the class for all players.

    Posted in: Diablo III General Discussion
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    posted a message on ROE Changed - boosts Haunt & Locust Swarm only?

    What they need to do is lower garg (esp cold rune unless it doesn't work the way it reads) so that they can boost the sets in general (if they're not going to bother actually fixing them)


    Honestly this change won't make much difference to anything except super high GRs anyway, but everyone jumping on the wd bandwagon will probably get right off it after this.

    Posted in: Diablo III General Discussion
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    posted a message on Best classes for season 7 conquests?
    Quote from shakuran3»

    Welp, RIP Helltooth/RoE build. Blizzard just put in a last-second hotfix to nerf the ring so that it no only buffs pet damage. Do you think WD is still a good pick for the conquests this season? I guess I can still do "Thrill" and "On A Good Day".


    Not gonna lie though -- Blizz coming in and killing off this new build just before Season 7 goes live, yet letting broken Firebird and the Twister meta go on for two seasons sort of ruins much of my desire to keep playing the game. Why not just let the WDs have their fun for a season and nerf it afterwards like they did for the Firebird Archon build?

    Completing the season journey objectives was a joke for HT gargs for the past two seasons. Since the ROE nerf puts us right back to the same old build they'll still be just as easy.
    Posted in: Diablo III General Discussion
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    posted a message on ROE Changed - boosts Haunt & Locust Swarm only?

    I'm not a fan of this change because it still leaves us stuck with the problem that gargs are just so much stronger than any other spells - unless there is some sort of ROE build that can now compete with HT garg? Jade maybe but HT steals the best bits of Arachyr and Zuni and does them better which is sad :/

    Posted in: Diablo III General Discussion
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    posted a message on Would you play season 7 (or any season) if no stash tab given?
    Quote from Bagstone»

    Quote from MugsyAU»

    Ironically, it's because I don't have much time that I prefer NS.

    It's not ironic, it's logical. One of the comment arguments for season defenders is that "on NS you fight against 4k paragon players". Well, if you're a casual player, you're not interested in the leaderboards anyways - and it doesn't really matter if your opponent have 4k paragon (NS) or 3k paragon (season). Both is out of reach entirely. But the difference is that on NS you have access to all that gear, gems, and some base paragon which on season takes time to build up. Last season I just wanted to try the LoN Archon wizard really quick... collecting gear for that on season (where I didn't even have a wizard in the first place) can take anything between 50 and 300 hours. On NS it was a matter of 10 minutes. (I only played it for an hour anyways so I would've killed myself if I had farmed that gear on season for hundreds of hours...)

    That being said, there's appeal to both, season and non-season. It's just that season kind of turns everyone into an on/off mode, whereas when we played NS we kept playing without a break for over a year. There's always stuff to do and nothing will be made meaningless due to the upcoming season end. Without seasons/ladder I feel a game has a more continuous appeal, whereas with seasons you ask yourself more often "what am I doing here". At least I do.
    I enjoy building a character up from nothing to a completed build (not 100% perfect items but having all the items in semi decent form.) I'm not interested in leaderboards, or grinding away endlessly at GRs. Personally NS doesn't really offer me anything now that I have every set and have done every boring set dungeon and most of the game's achievements. I'm also fine with playing a game on and off, rather than slowly continually grinding away at the same task. So for me, I'm glad both options exist for players that want different things.
    Posted in: Diablo III General Discussion
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    posted a message on 2.4.2 Round-Up - Wizard

    The Power Hungry change still makes me sad. It may not have been strong before, but it was an original concept amongst other skills. Now it's just a dumb version of a Zei's. So unbelievably uninspired.

    Posted in: Diablo III General Discussion
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    posted a message on Would you play season 7 (or any season) if no stash tab given?

    I mostly only play the start of the season, do the journey, and then quit again until the next season rolls around with a new fresh start, so I'd play without the stash incentive.


    As a seasonal player, I also think having to play seasons to get the stash is unbelievably bad design. But then there are many ideas the D3 team comes up with which are beyond sane comprehension. 2.4.1 and 2.4.2 are incredibly uninspiring so I'm less inclined to play them than normal.



    ("check out all these shiny new legendaries!

    we put a lot of effort into crafting them!

    and made sure they're worthless!

    play your way!

    unless you want to complete the season journey!

    then play the same builds that have been in place for the past year!

    p.s. no wd builds could keep up with garg so we buffed garg!")

    Posted in: Diablo III General Discussion
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    posted a message on Any PTR research done into T13?
    Quote from Fight»

    +50% monster health per player for normal rift/bounty

    +100% monster health per player for Greater Rift


    Quote from Bagstone»

    I don't understand what you want to say in your post, Fight. OP only asked about T13 as a difficulty, and T13 is exactly GR60 (you can log in on PTR and check at Orek where for GRs the Torment equivalent is shown). Group scaling is an entirely different issue, but a T13 rift stays GR60 difficulty, no matter if 1 or 4 players - because the same scaling applies to both Torment and GRs.




    for 1,2 and 3 players
    T13(Monster health) not equal GR60(Monster health)

    T10(Monster health) not equal GR45(Monster health)

    T9(Monster health) not equal GR40(Monster health)

    etc....

    Yeah GRs in solo play are noticeably easier than their Torment "equivalent."
    Posted in: Diablo III General Discussion
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    posted a message on help me choose for S7

    I've been feeling like playing a barb lately, but they look kind of a mess right now.



    So I'll probably just play WD again, because even though I did the same thing for the past two seasons now, ht garg is just so easy (and everything else is still meh this patch) and all I really want to do is get the stash and run.


    That said I've seen some Jade builds doing well so that gives me hope of something fun to try.



    Also WD because:

    - Haunt is OP as hell for solo leveling (Fields of Misery~)

    - HT 2pc is more than enough to cruise to 6pc quickly, and 6pc is enough for T10

    - Find one ring, job done~



    I really wish the other sets and skills were more powerful, but ht garg is so reliable and easy to play if you just want to finish off a crappy season quickly.

    Posted in: Diablo III General Discussion
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    posted a message on Your class in season 7?
    Quote from Kimmen85»

    I will go for WD unless we get set changes this patch. i will only do season journey and tap out.

    This. If it wasn't for the season rewards I'd skip playing yet another identical season.
    Posted in: Diablo III General Discussion
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