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Blazinghand
United States25557 Posts
On June 20 2012 11:32 thisisnotralph wrote: um has anyone noticed that zombie bears is broken now or something? the bears always get stuck; half the time they won't go past my character. sometimes only 2 come out. and i don't think it's an issue with me, cause my other characters are the same.
no idea if it's related to the patch, but that's pretty coincidental timing. anyone else notice anything?
Bears are finicky. If you only see 2, it's possible that your bears are coming out on top of each other (firing diagonally near a wall will do this and is super awesome). Bears will often fail to cross bridges, climb stairs, or go from one tile type (dirt, grass, sand) to another. There's a logic to the bear coming-out-ted-ness, it's just hard to see.
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lol. so they will fix it in 1.04. and they have no estimate of when 1.04 is going to be released?
do they realize that bears is one of the probably less than 4 viable builds a WD has? this completely ruins my character. the issues aren't kinda bad. it's really reallybad. to the point of being unplayable.
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On June 20 2012 11:38 Blazinghand wrote:Show nested quote +On June 20 2012 11:32 thisisnotralph wrote: um has anyone noticed that zombie bears is broken now or something? the bears always get stuck; half the time they won't go past my character. sometimes only 2 come out. and i don't think it's an issue with me, cause my other characters are the same.
no idea if it's related to the patch, but that's pretty coincidental timing. anyone else notice anything? Bears are finicky. If you only see 2, it's possible that your bears are coming out on top of each other (firing diagonally near a wall will do this and is super awesome). Bears will often fail to cross bridges, climb stairs, or go from one tile type (dirt, grass, sand) to another. There's a logic to the bear coming-out-ted-ness, it's just hard to see.
eh i've played bears for 100+ hrs, i know how they work. it's broken.
official blizzard response:
Hi guys, There are two issues with Zombie Bears that will be fixed in our 1.0.4 patch. There is no ETA on that patch though. Zombie Bears stop abruptly with small bumps of physics and Zombie Bears are not casting properly on slopes. In the future, please refrain from bumping threads and demanding blue posts. Those will actually slow down my response time 
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Blazinghand
United States25557 Posts
You need to bear with me for a moment here, man. I didn't say that the build was unviable or unbearable, only that it bears mentioning that the spell is finicky. Even if you can bearly get it to work, that doesn't mean you should give up!
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all i'm saying is that blizzard has once again embearassed itself.
i'm using direbats until they fix it.
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On June 20 2012 07:49 Heh_ wrote:Show nested quote +On June 20 2012 04:46 FatChunk wrote: Does anyone have any ideas on how to build the witch doctor post act 2 inferno, given the 50% decrease in effectiveness of attack speed on items? I'm feeling like standard CC/poison dart builds are not as effective and I'm kind of puzzled as to whether or not to stay glass cannon or go for int/vit/resist and try and take a few hits late inferno. Thoughts?
Find a high base atk speed weapon (daggers, ceremonial knives) and try to find whatever ias items you can get your hands on. Stack crit chance + crit dmg on everything, especially rings and amulets to compensate for the loss of dps. so you're saying that ias is still a worthwhile stat to get? Do you recommend equipment with resistances and/or vitality along with, most likely, int/ias/crit? Basically what I would like to know is what your top priority is with regards to stats, and which builds do they compliment (VQ/Direbats or splinter/cc)?
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So, is Splinters no longer viable?
What exactly is viable then? Apparently bears are bugged, so there's... what, Dire Bats? Anything else?
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On June 20 2012 12:47 HolyArrow wrote: So, is Splinters no longer viable?
What exactly is viable then? Apparently bears are bugged, so there's... what, Dire Bats? Anything else?
Dire bats
tank doctor build
maybe DoT build using Haunt/Locust Swarm
I greatly enjoyed playing the Splinter/CC WD build and with the IAS nerf, the fun is gone for me. I have 32.3M to reitemize towards a different spec, but I just want to play Splinter/CC which isn't really good anymore.
probably going to quit Diablo 3 until patch 1.1 and then take a look at what Blizzard has done with the WD class and D3
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Theres a wierd case with bears that, with the right angle, spawn several feet in front of you at the bottom of stairs. with a follower blocking the stairs, it makes a few fights (like Skeleton King and Spider Queen) very and 0 risk.
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On June 20 2012 13:32 udgnim wrote:Show nested quote +On June 20 2012 12:47 HolyArrow wrote: So, is Splinters no longer viable?
What exactly is viable then? Apparently bears are bugged, so there's... what, Dire Bats? Anything else? Dire bats tank doctor build maybe DoT build using Haunt/Locust Swarm I greatly enjoyed playing the Splinter/CC WD build and with the IAS nerf, the fun is gone for me. I have 32.3M to reitemize towards a different spec, but I just want to play Splinter/CC which isn't really good anymore. probably going to quit Diablo 3 until patch 1.1 and then take a look at what Blizzard has done with the WD class and D3
You're lucky you're even in a position to be able to re-itemize for a new spec. I totally geared for Splinters right when I hit Inferno, and now, Splinters doesn't seem viable anymore and I only have 2 million, hardly enough to effectively pick up a new spec. Really kills my motivation to play too.
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Splinters builds are just as viable as before. The only reason that high attack speed builds used splinters was because of the low mana cost. High attack speed gear (which was op) needed darts and not the other way around.
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On June 20 2012 12:35 FatChunk wrote:Show nested quote +On June 20 2012 07:49 Heh_ wrote:On June 20 2012 04:46 FatChunk wrote: Does anyone have any ideas on how to build the witch doctor post act 2 inferno, given the 50% decrease in effectiveness of attack speed on items? I'm feeling like standard CC/poison dart builds are not as effective and I'm kind of puzzled as to whether or not to stay glass cannon or go for int/vit/resist and try and take a few hits late inferno. Thoughts?
Find a high base atk speed weapon (daggers, ceremonial knives) and try to find whatever ias items you can get your hands on. Stack crit chance + crit dmg on everything, especially rings and amulets to compensate for the loss of dps. so you're saying that ias is still a worthwhile stat to get? Do you recommend equipment with resistances and/or vitality along with, most likely, int/ias/crit? Basically what I would like to know is what your top priority is with regards to stats, and which builds do they compliment (VQ/Direbats or splinter/cc)? 7% (instead of 15%) still boosts your damage output and casting animation speed. Unless you're able to go bananas on crit dmg + crit chance (like +200%dmg/30%crit), IAS is still worthwhile.
Because mob damage has been nerfed, just stack whatever vit/armor/allres you can find (without breaking the bank), until you stop getting 1 or 2-shotted. You can also get jungle fortitude instead of spiritual attunement passive, because you'll be consuming less mana on splinter spam.
I prefer splinter/cc to vq spam. Dire bats are finicky (sometimes even 5 bats all seem to miss your target), and zombie bears is broken for now. Practice your grasp of the dead (unbreakable grasp) skills, 80% slow redcues most mobs to a crawling pace.
@Whimsy: Again, grasp of the dead (unbreakable grasp) is key. It slows down all mobs, that they cannot cross the spell radius within the 8s spell duration (except charging unicorns). But fuck, they fixed the glitch where you can trap unicorns at a narrow part of the map. All things considered, whimsy is still good to farm because you can get 5NV buff easily before farming.
TLDR: Splinters is still viable. Just stack a larger variety of properties to compensate.
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Are there any items that give a confuse-on-hit proc?
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What builds are you guys doing for act II inferno the first part at least?? Sand sharks and wasps are kicking my ass. I'm still having some trouble. I just noticed the bear bug yesterday and bear do not have the range to deal with those pain in the ass wasps
atm, I'm at 22k dps and 25k hp 300+ resist all around.
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On June 21 2012 01:32 daredpanda wrote: What builds are you guys doing for act II inferno the first part at least?? Sand sharks and wasps are kicking my ass. I'm still having some trouble. I just noticed the bear bug yesterday and bear do not have the range to deal with those pain in the ass wasps
atm, I'm at 22k dps and 25k hp 300+ resist all around. More dps, or more survivability if you don't wanna be a glass cannon. Preferably at least 40k dps to kill stuff efficiently, although 30k dps should suffice. Also, learn to cast spirit walk quickly (can be a bitch due to lag) when you see shit (cats) jumping at you.
I heard that wasp AI got nerfed, I hope that helps. You can probably use haunt to catch those fucking wasps when they keep moving away from splinter spam.
If you keep dying at the first canyon at the very beginning, it's normal =( Just brute force through it.
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Hey guys -- looking for some quick advice.
My friend(he's pretty new to the game -- not the best player) is looking to start Act 1 Inferno pretty soon on his Witch Doctor.
Could someone give me a quick rundown on a standard skill build, along with the passives, and what the top 4 stats are he should be prioritizing in gear?
Thanks in advance!
Edit: Preferably something relatively simple to play, or that will at least get him through Act 1.
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On June 21 2012 01:44 Mondeezy wrote: Hey guys -- looking for some quick advice.
My friend(he's pretty new to the game -- not the best player) is looking to start Act 1 Inferno pretty soon on his Witch Doctor.
Could someone give me a quick rundown on a standard skill build, along with the passives, and what the top 4 stats are he should be prioritizing in gear?
Thanks in advance!
Edit: Preferably something relatively simple to play, or that will at least get him through Act 1. My build: http://eu.battle.net/d3/en/calculator/witch-doctor#acRZUX!VWb!aaZaab In A1, you can use some AoE skill. Using dire bats because zombie bears is broken for now. In A3/4 it's common to rely solely on splinters as your dps skill. Spirit walk + spirit vessel, grasp of the dead +80% slow rune is essential. Hex, mass confusion, horrify and zombie wall are the other CC skills you wanna have, pick 2 (or 3 if you're running only splinters). PTV = more damage, SA = mana regen, can be swapped if you don't have mana problems. BTW i don't like VQ builds, so not recommending them.
Stats: intelligence first. IAS is important even though it got nerfed, it's still a good source of dps + you can kite more efficiently due to shorter spell casting time. Buff crit chance + crit damage if you can, they're the only other way to increase damage. Vit/armor/allres are secondary, get enough depending on how glass cannony you wanna be.
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My top 4 stat would be:
- Int - Attack speed - Crit dmg/crit chance - On-hit procs (stun/freeze etc)
and try to squeeze in some mana regen in any place you can (hat,
Cheapest way to get high-DPS is to buy a high-DPS weapon with extra crit damage. Even weapons with over 80% crit damage are dirt cheap if you don't look for other stats. Only go for fast weapons.
And as a general advice, always throw in some cheap magic find wherever you can. You should sacrifice some stats (not too much) to get at least 50%+ magic find because it helps a whole lot in the long run, and the game is essentially meaningless if you aren't finding drops.
The previous standard build was splinter dart + spirit walk (extra duration) + horrify (extra range) + hex (extra damage) + mass confusion (extra damage) + grasp (80% slow) + wall of zombies with pierce the veil, fetish symcophant and spirit vessel. It most likely still works but might not be the optimal/only viable build anymore.
I suggest experimenting with frogs, particularly the addling toad rune which has a chance to confuse. Confusion is fairly broken on inferno.
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On June 21 2012 01:38 Heh_ wrote:Show nested quote +On June 21 2012 01:32 daredpanda wrote: What builds are you guys doing for act II inferno the first part at least?? Sand sharks and wasps are kicking my ass. I'm still having some trouble. I just noticed the bear bug yesterday and bear do not have the range to deal with those pain in the ass wasps
atm, I'm at 22k dps and 25k hp 300+ resist all around. More dps, or more survivability if you don't wanna be a glass cannon. Preferably at least 40k dps to kill stuff efficiently, although 30k dps should suffice. Also, learn to cast spirit walk quickly (can be a bitch due to lag) when you see shit (cats) jumping at you. I heard that wasp AI got nerfed, I hope that helps. You can probably use haunt to catch those fucking wasps when they keep moving away from splinter spam. If you keep dying at the first canyon at the very beginning, it's normal =( Just brute force through it.
atm i'm just pushing through road through alcarnus. I have 1.6k int, 719 dps dagger with another 135 with mojo. so 854 all together. Idk what to do do up the overall dps to 30. Dont have the funds atm. literally 2k gold T_T the repair costs are out weighing the gold i get from items drops and loot.
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On June 20 2012 14:55 DeltruS wrote: Splinters builds are just as viable as before. The only reason that high attack speed builds used splinters was because of the low mana cost. High attack speed gear (which was op) needed darts and not the other way around.
Yeah, splinters is still great. With the damage in inferno nerfed you can afford to swap out some mitigation for int, and crit. I think a lot of people are overlooking this.
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