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    posted a message on "Angry Chicken 2.0" - The Best, Fastest, Funniest build for bounties on T1(70)!!
    It's not bad at all! It seems like the intro to Angry Chicken build though, as you're missing a few other things required for the advanced version :)

    here's a link -http://us.battle.net/d3/en/forum/topic/12673777307

    with full buffs up it's a little under 4.9m pdps (926/1356k unbuffed) on top of having around 15m toughness (8m unbuffed) and melts everything including t6... and that's without smk... imagine what it would be like with one :P

    edit: it's important to note that the MOST important item to using angry chicken and vengeful spirit effectively is hexing pants, since neither skill requires movement to stop when casting
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on life leach or all res?
    if you're really talking about life leech and not loh theres no question all res is far superior, in fact id still rather have it over loh
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk Buld for all of Inferno mode, open for suggestions!
    Thats an incredibly defensive build. I'd suggest something like THIS if you're trying to make a build that will work from start to finish in inferno as it covers both offense and defense better. It also accounts for different levels of gear, as blade storm will be better overall since you won't always have the 20-30% chc+ (not at first obviously) that you'd want for cyclone.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Another cleared Inferno thread
    Yeah me too, one shotted Diablo yesterday as well. Actually did all of a4 in one go and it seemed MUCH easier than a3 tbh.

    Question I have OP. Do you solo? Cuz I can't see any way that faith in the light can come close to comparing damage wise to foresight, unless you need the added survivability of blinding flash itself. If you group a lot, might want to give foresight a try, its also very handy having deadly reach around for molten/fire chains/arcane/desecrate elites as well.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on [Help request]
    I would suggest improving both your dps and resists before loh. It will be cheaper and more efficient that way.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Why do people use LoH
    Quote from Kaoskadosk

    The sick part about LoH is that Cyclone triggers it. I have 32.5% crit chance and 1.65 atk speed, and with 15-20 cyclones out, that's a whole lot of healing.
    Someone please correct me if I'm wrong, but I think it was changed in 1.03a so that cyclones no longer trigger loh.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Staves v/s Daggers + Doll
    Its interesting reading this discussion. I recall quite a few threads on this topic both here and on the official WD subforums. Basically what it comes down to is:
    • highest dps (whether its 1h+oh or 2h) while lvling will most likely be your best bet regardless of which skills you're using
    • at 60 if you're using instant cast skills (like poison dart, spirit barrage, etc.) 1h+oh (the higher you can get your aps the better) will most likely be ideal
    • at 60 if you're using damage over time (DoT) skills (like haunt, locusts, etc.) 2h (the higher the min-max dmg the better, so 2h mace/axe/polearm are your best bet) will be more ideal
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on patch 14- zombie dogs UP!
    Quote from Antirepublican

    Quote from GladHeHasBeta

    meh. with jungle fortitude - psn rune for dogs - bad medicine - and zombie handler dogs will be grreat tanks. i guess blizzard made it so the dogs are only able to be tanks if you make your build based around them, otherwise they are just distractions that die quick. makes sense really.

    If that is true, then there is no longer any guarantee that he will make the easiest transition into inferno. Maybe the exact opposite.

    Also, I think you would be better off with Leeching beasts and big stinker.

    I think he was just referring to skills as far as beta is concerned. Otherwise, yeah I'd agree that Leeching Beasts is probably going to be all but required to keep them alive come Inferno. Even then it might not be, you might have to take a combination of Jungle Fortitude, Zombie Handler, and Fierce Loyalty, or maybe even all 3.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Why Strafe sucks!
    Looking at it from an objective based standpoint, I tend to also agree that its hard to find a practical use for the skill. Other skills just do things better:
    • Elemental Arrow's Frost Arrow effect theoretically is AOE as well, but also adds a chilling effect
    • Rapid Fire does better single target damage
    • Chakram also offers a cheaper aoe alternative
    This means the ONE and ONLY thing Strafe has which none of the other comparable skills have is: mobility. Whether that is beneficial enough to make the skill viable won't be determined until release, but at this point I'm leaning towards no.


    edit: if that is your YT account...god man...its time to upgrade your monitor...wtf resolution is that...1024x728? @_@
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on patch 14- zombie dogs UP!
    I've played WD from 1 to killing the SK (so 7-9) about 15 or 20 times over the last week or so between HC and SC and the ONLY time the cooldown comes into play is when fighting the SK. Most of these were in 4 player games, a few (3-5ish) were 2 though and none were solo.

    Other than that there is far too many health globes for what you're describing to be an issue.


    edit: also important to note, all of these playthroughs were with only using items found on THAT playthrough
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What pet's are damage immune?
    You raise good questions but I doubt we'll have answers until release unfortunately.

    The only other "pet" you forgot to mention that I can think of is the toad of hugeness.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on patch 14- zombie dogs UP!
    Quote from Ramsey

    I would assume that zombie dogs would be more powerful in earlier levels then later (if there is any difference in how strong they are relative to environment). So I don't expect them to become much better, passives or no passives.

    It's sad really. I like minion builds, they were my favourite ones in D2. However, maybe the Necromancer will have better minions when he comes back.

    If they scale based on our gear in every way, that would make them become sturdier just as the player does, because of armor and vitality. If they also scale based on difficulty we could seem them become better the later into the game we get.

    Of course, I don't know about item scaling and I don't think anybody knows about difficulty scaling at this point so its all just speculation.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Haunt - useful or not?
    Quote from MandyMemory

    360% weapon damage to each mob over 15 seconds. Firebomb x 3 with conflagration rune, 330% to each mob over 3 seconds. It gets even worse when you compare it to a real skill. Firebats with the PBAoE rune is 600% for example.

    The problem with this theory though is that doing so makes you stationary. I'm not sure about you, but with how difficult Inferno will likely be, I'd much rather have the flexibility and survivability and comparability that Haunt offers.

    Even with resentful spirit you may do less damage, but you'll spend less mana (thus freeing it up to be used on things such as GotD, MC, Horrify, etc.), and be mobile which makes you much more valuable to a group. At least I think alive > dead still....right?

    Quote from darkensign

    Quote from peekaydee
    pathing allows casting on any enemy viewable onscreen

    Actually that's not the case. Haunt isn't that intelligent and if any obstacle is in the way, it will fail to strike its target.

    I've spent probably between 50-100 hours playing WD thus far. I've never not had it function the way I describe. If you're having issues you might not be clicking ON the target if you're getting differing results.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on patch 14- zombie dogs UP!
    The problem with complaining like this, is that you have no basis or credibility in doing so. You have zero knowledge on how pets will scale in terms of difficulty, or if they even will. Do you know how they scale based on statistics? That information would be incredibly relevant to share, if you do.

    You also failed to acknowledge the fact that Blizzard has told us the implementation of this "double damage" change is to make the players more accustomed to the difficulty they will face once they hit 20+. They're trying to ease players into what we will know as "normal" (not the difficulty) and not make players have to deal with a huge spike in difficulty. At least based on the way they worded it, thats how it sounds.

    @Sabvre
    Yes you are correct, zombie handler formerly added 60% life which has since been lowered to 20%. I think the change occurred in patch 13, but it might have been 12.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Haunt - useful or not?
    Quote from jaclashflash

    Quote from Discopolice

    Quote from Antirepublican

    Quote from Discopolice

    Resentful Spirit does around 170-185% over 3-4 seconds. So with that it becomes usefull.
    Cant see any real purpose to use it otherwise, in 15 sec you would have done more dmg with firebomb
    That rune makes the skill even worse than un-runed version. You halve the dmg, but it still takes the same time to cast it. Lots of abilities the warlock has will do that much dmg or more instantly!

    Quote from Darkrasp

    It's great when runed, return mana would allow you to spam more high damage skills and since Haunt lasts 15 sec you wouldn't have to recast it that often, also a 15 sec slow on bosses might not be a bad thing.

    It only nets 9 mana if it goes the full duration. 0.6 mana per second per haunt is hardly anything significant.
    I found a blue dagger and wanga doll that each had +2 mana per second on them.

    Think about that for a second. Casting SEVEN haunts to regen mana at level 60 will be doing comparable to 2 affixes on some level 5 blues.


    Quote from lorien1973

    It's one of those spells you have to cast at multiple targets to be useful. If you keep doing it at the same dude, you are wasting your time. It's a lot like DH's bola shot that way. LOS causes problems with targeting of course.
    Bola shot explodes multiple times on the same mob.
    Haunt will just refresh the duration if you hit the same target with it.

    Also if haunt isn't worth using once, then its certainly not worth using a lot.

    In an aoe situation the dmg output is small compared to an aoe ability. In a single target situation the dmg output is better than most alternatives, but not so much it actually merits a spot imo. An extra ~150% weapon dmg over 15 seconds is hardly worth a skill slot you can you use for defensive/offensive purposes.

    The only thing it has going for it is that its cheap. But so what? Mana doesn't even seem to be much of a problem from what I can tell.

    clueless boy is clueless

    unruned 23,33% dmg per sec vs runed 60% dmg per sec. Yeah, very SUCKY indeed *facepalm*

    Apparently you don't know how to properly calculate dps. The legnth of the DoT isn't the time frame you are interested in....its how long it takes to cast it, which is the same for all skills. Calculating the dmg per second using the duration of the DoT is pretty much meaningless. Any DoT with a long duration would seem worthless compared to one with a short duration.

    Dmg/cast time tells you the effective dps of that skill comapred to others. Which is why blizzard usually tells you the dmg of the ability over its full duration, instead of how much it does per second.

    That rune is absolutely terrible....You turn haunt into something that does the same dmg as Poison dart - splinters, but splinters is instant. So why would you ever want to use that runed version of haunt?

    The only use for haunt is to slightly incresase your dmg on bosses and even thats mediocre at best, but that rune totally removes that single function.

    @Disco
    Lets try to avoid name calling please.

    @jaclashflash
    The easy answer to your question regarding resentful spirit and splinters is, because in virtually all conceivable situations doing the same amount of damage while remaining mobile will be superior to doing it stationary.


    From what we can infer based on the beta, Haunt will basically be free to cast at 60 based on mana regen levels. That means that resentful spirit's negative effect on efficiency is irrelevant. This also means that when mobility is needed (pvp for instance) haunt will be a VERY useful skill.
    Posted in: Witch Doctor: The Mbwiru Eikura
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