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    posted a message on Legendary Gems - Only for Ring and Amulets?
    I do agree that taking the 2 most diverse item slots amulets and rings and making em have a "mandatory" Affix is just wrong. (sure some say CHD% and CC% is mandatory also but that's just because CHD% is broken. not because they are needed )

    Instead i would like to see the gems in Weapons and Off-hands instead.

    So what they should do is to have all Legendary Weapons, Shields, Off-hands always roll with a socket.

    Have the legendary gems socketable in Weapons, Shields, And OHs will give 1-2 Legendary gems per character.

    However: the gems should come in 4 flavors. 1H, 2H , 2H/1h and OH (shield, mojo, source, quiver )

    Off-Hand Gems, will be focused on Defense and Support.

    1H: Focus on 1H effects that aint to powerfull if Dual Wielding.

    2H: Powerfull gems That will make 2H more viable for more classes but the down side is that you will loose your Defensive / support gem from OH

    1H / 2H: Gems that Fits in booth a 1H weapon and a 2H weapon. But not so powerfull it will break the game if Dual Wielded.

    Now the exsiting Gems for weapons can stay intact as a stepping stone.

    Sorry for my mindless ramblings....
    Posted in: Diablo III General Discussion
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    posted a message on How does soul harvest's damage get calculated?
    Soul Harvest deals no damage (except for the vengeance rune works the same as a regular spender)

    If you wanna increase the damage the jade harvester bonus does when consuming locus swarm and haunt. you wanna look at your weapons

    XXXX-XXXX damage range and get that as high as possible.

    you also get the biggest increase to the avrage damage calculation of your dots by having CC and CHD as close as you can to 1:10 ratio so 45% crit and 450% CHD.

    Else average damage mojo, rings and amulet is a great way to improve the damage.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on WD Follower Stats - Best in Slot
    well my General rule for followers if i use an all skill relic i want to give em more defensive stats so that they survive.

    if i have a Follower cannot die follower relic on. just dump as much offensive stats as you can.

    Some pointers Followers has a cap at 50% Crit Chance and 150% Critical Hit damage.

    But as always maxing that main stat is most important. so trying to get as much of it as possible is good. i would also skip CC and CHD on followers.

    So my gear would be the following on them.

    Ring/Ring/neck.

    avarage damage

    Main stat

    socket (for more main stat)

    Attack speed:

    As for weapons and shield as much damage as possible on the XXXX-XXXX rolls (not the DPS roll) and max main stat.

    So somethig like this

    Damage roll

    Damage %

    Main Stat

    Socket with ruby

    This is just how i would gear em. generally i don't use em as a play in party most of the time.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Zuni question
    it will respawn the fetsishes killing any other it the proces.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Zuni question
    fetishes spawned for visage of giyua is the same as fetish army so they will be keept alive by the zunni set, so that you don't have to use the skill button for them.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Zuni question
    No, they will despawn, i also find with the rework of fetish sycophants, i feel that 3p(+rorg) is pretty much useless, as i get 15(new cap) fetishes from the passive in like no time.

    i have also heard that when you have army up and use it with the passive they will start replacing the permanent army fetishes once at the cap of 15. (have not tested this myself.)

    But if you don't plan to run fetish sycophants 3p+rorg is a great set. its mostly 3 items and a skill slot vs 1 passive. also some spells spawn the passive a lot faster then others.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What will you be replacing Firebats with?
    Quote from ipitythefool
    Since I'm already all +Physical, I'm curious how well Corpse Spider/Medusa will be for fetishes. Since the jars rarely actually "hit" a mob, would each spider hitting the mob have a chance to proc?
    Its the cast that spawn not the hit, its only on hit for LoH. but not for procing items. just stand in town casting different spells for 2 minutes and count how many fetishes you get per skill / rune.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What will you be replacing Firebats with?
    Also looking at the proc coefficient list again. Hungry bats with the buffed damage and lowered initial cost, might be a good choise also.

    But i guess 4p zuni + carnevil + poison darts + fetish sychopants will be a pretty darn strong build after the patch.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What will you be replacing Firebats with?
    Quote from YoyoTanya
    Splinter Dart.

    3 Hit per cast = 10%+10%+10% Fetish proc chance (Multiply it by your attack per seconds).

    This should give us our very own Fetish Army faster than Vampirebat ever done.
    Fetishes spawn on cast of a spell except for channeling. also Splinters have 33% proc coef per while snake to he face and numbing have 100%.

    so splinters would only be 3.3% to spawn per cast while snake to the face would be 10% per cast to spawn ^^

    Source: http://www.d3maxstats.com/?p=procrates&class=wd



    Myself i will use a rh'enhold's flayer and explosive or addling toads (depending on what the elements gets after the patch). already running with explosive atm ( link in signature ). So a huge buff will be awesome.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Ideas for the future of RoS!
    Quote from carlucio

    -Players can now disable smart loot.
    This struck me as odd, why would you want to have the possibility to get items like a Dex rolled mighty weapon with a + mana resource roll? what will is serve.

    By disabling smart loot you will get a lot more random and shity loot that aren't coherent at all.



    As for OPs post, more events and temporaty loot and EXP buffs. would be nice indeed.

    and more proc legendaries in more diffrent slots would be nice as long as they dont synergise to much and there are atleast 2-3 items per slot so that we have some diversity
    Posted in: Diablo III General Discussion
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    posted a message on Locust Swarm + Creeping Death + Bad Medecine = mind blown !?
    it will last for 3 seconds afterthe last poision damage is dealt, so for a regular locus swarm that means the debuff will be active for 8+3 sec so 11 seconds.

    and with creeping death it will be 303 seconds (creeping death makes em last 5 minutes or 300 sec)

    so yes it will be very good combo indeed. you can also throw in acid rain for some quick application to mobs outside the locus range.

    i would also suggest pairing it up with hwoj-warp (http://us.battle.net/d3/en/item/hwoj-wrap ) for an additional debuff at 60-80% movespeed reduction.

    and aslo using the large area that zombie piranhas give to spread the phrihana debuff to as much as possible.

    or using WoZ - offensive line + phiranhados + strongarms(http://us.battle.net/d3/en/item/strongarm-bracers )for additional damage incremental.

    Edit: a note i forgot: remember that locus swarm stops dealing damage and giving the debuff if you or the mob gets to far away.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Shieldless Crusader: Is it viable?
    i don't see the point in even trying.

    its like doing a weaponless monk :S
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Rest In Peace, Raz
    Atleast it was a Glorious death.

    And not some cheep as death.

    Not to say it was deserved but indeed a fair way to die.

    Anyway hope your next char(s) will have a glorious life! and death!
    Posted in: Hardcore Discussion
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    posted a message on Changing skills element... Why?
    i just hope they change the following Skills and runes a bit.

    Acid Cloud 5 runes all poison.

    Haunt 5 runes all cold

    Spirrit barrage 5 runes all cold

    Locus swarm 4 runes poison. 1 fire.

    Overall WDs have the worst element diversity ATM.

    And its hard to make anything good themed around booth a playstyle and an element.

    Would love to see a fire and poison rune for spirit barrage and Haunt.

    and a cold rune for acid rain and locus swarm.

    Would open up a lot of element diverse builds for the WD.
    Posted in: Diablo III General Discussion
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    posted a message on QUESTION Mask of Jeram AND Helltooth leg guards....
    there are 2 separate items with the same name, one is set and one is not.

    and the non-set will not activate the set bonus on the helltooth set.
    Posted in: Witch Doctor: The Mbwiru Eikura
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