Well, the Zombie Dog change is neat. I wonder what Gargantuan gets though. Then again, Zombie Dogs are the ones classified as a defensive summon...
As for Vision Quest, it's a lot easier to use. I'll say, at least. Probably would've been better off at +50% so a fully geared WD can still get to ~120/130 regen.
I read it twice but my english is failling me. I don't understand the change they made to Vision Quest ? I understand it as 30% more after a signature spell ?
And they did buffed the base mana generation per second from twice the original, right ?
i dont get why they dont just make a skill system similar to d2 where players can decide themselves what to buff out...seems so obvious
No comment on Multishot, Strafe and Fan of Knives for DH. :/
Your math is off because you are not including the mana draining from the usage of primary spells. Most WD primary spells have 10 mana per use associated with them. I guess if you just use darts once to proc the new VQ and then do nothing, you can see regen numbers described, but that leaves you vulnerable to massive damage spikes in inferno. While not as weak as DHs, WDs dont have enough abilities to stand around and take abuse to inferno mobs. WD CC abilities will help some, but that is another drain on mana.Base Regen was increased by 25 (20 -> 45; +125% base regen, basically). Vision Quest will add another 30% (45 -> 58.5) whenever you cast a signature spell and lasts for 5 seconds. If you want to factor optimal gear, that should be ~80 base Mana Regen now and ~105 with Vision Quest.
Basically, they lowered the max Mana Regen you'll hit but increased your standard regen by a good amount. Hopefully this comes with some global Mana cost reductions, though...
Edit: Post-patch VQ will have ~60% the Mana Regen than pre-patch but without any cooldown juggling. It'll also basically be an always up regen, though I suppose old VQ was essentially always up.
Your math is off because you are not including the mana draining from the usage of primary spells.
Loving the changes to VQ. Essentially, yeah, you will get a bit less mana overall, but being able to use 4 of your skills when you actually need them instead of wishing you could just get rid of them putting them on perma-cooldown so that you wouldn't have to pop this annoying useless thing just to get your mana regen to make the other 2 skills viable is an overall buff, and a major one.
Yes, I would like to use a skill for its intended purpose rather than to regen my mana with and curse 5 seconds later when I run into a mob and need it. Though some of them already have large mana costs with long cool downs and little up time.
I will play with pets as I ditched them so long ago but I really used the Garg.
and we made pets resistant to even more AoE effects (such as Plagued, Frozen, and Mortar)
We're also doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb, and Spirit Barrage.
A CM posted in the WD 1.04 blog that they are buffing the Garg damage to 100% weapon dmg...and as a tradeoff they are killing the procs.
Your math is off because you are not including the mana draining from the usage of primary spells. Most WD primary spells have 10 mana per use associated with them. I guess if you just use darts once to proc the new VQ and then do nothing, you can see regen numbers described, but that leaves you vulnerable to massive damage spikes in inferno. While not as weak as DHs, WDs dont have enough abilities to stand around and take abuse to inferno mobs. WD CC abilities will help some, but that is another drain on mana.
Most WD secondary skills are over 120 mana per cast, so while an increase of 25 mana would seem nice to other classes, it barely puts a dent in the mana costs of secondary skills. The nerf to VQ also hurts tank doctors who use rain a lot to regain health. They didnt give hard numbers in how much they were increasing damage on the listed spells, so it is tough to gauge how much damage output the buffs increases. Unless they bumped the damage of most secondary skills by 75 percent, I dont see new WD build dps coming close to the builds now. I see that as a huge nerf, if the overall dps is decreased for builds with the new patch.
If they would have decreased the very high mana cost associated with secondary spells, I wouldnt be too upset with the VQ nerf. As it is now WD will still struggle with mana at all times since the VQ nerf wont allow WD to regain mana back quickly outside of Voodoo. Hopefully Im overreacting and the buffs will allow for more diversity, but I dont see how bats, bears, rain, locust swarm or even spirit barrage builds will be viable without a reduction in mana costs. 100 plus mana cost per cast will still limit many builds.
I guess WD can go glass cannon like other classes and just hope to kill everything in sight before they run out of mana or die. I will play around some with the changes, but I dont think they are going to help much except allow a bigger build diversity while sacrificing damage with current builds. I have a huge backlog and a lot of good games are due out soon, so a break from D3 until they work out more changes to the WD will probably be a good thing instead of getting upset over the nerfs. I guess the biggest head scratcher for me is the least played class in need of the most changes and improvements saw the biggest nerf while arguably the strongest class Barbarians saw the biggest buffs with next to zero nerfs.
Dinged 60 on my Barb
Any suggestions for how to attack inferno? I have about 6 million gold at the moment..............
I guess I can just do some farming runs with my WD to try and find gear
Is it pretty much essential that I have high LOH? Is it time to get a shield or a 2-hander? Or is sticking to dual wielding still the way to go?
As far as the WD changes go I like them, I don't use VQ and I don't really have mana issues with my splinters build
The pet buffs are exactly what I need to burn down elites faster and make kiting easier......
I still don't see any real reason to not use venom hydra still :/
I still don't see any real reason to not use venom hydra still :/
Anyone starting to notice that they're trying to balance Inferno and completely destroying Normal, Nightmare, and Hell?
Some of these changes straight out breaks Normal, Nightmare and Hell.
Anyone starting to notice that they're trying to balance Inferno and completely destroying Normal, Nightmare, and Hell?
Some of these changes straight out breaks Normal, Nightmare and Hell.
Wonder if they ever thought to have the skills become more effective with character level, maybe have the skills start at their original level, and then scale until they reach the maximum at level 60.
There's a few skills that do scale with clvl, though it's mostly player health related ones.
I still don't see any real reason to not use venom hydra still :/
when do you all think 1.04 will go live?
when do you all think 1.04 will go live?
August 28th.
when do you all think 1.04 will go live?
next week. bashoik confirm it on twitter.
Puzzle Ring (Ring) - This ring gives heroes a chance to summon a Treasure Goblin when theyre hit. The tooltip will be something along the lines of: "This ring sometimes calls forth a Treasure Goblin when you are hit."
This seems like a fun item
Though quite likely you can find goblins much faster just by doing regular runs. This seems like a botters dream come true, however. 1 billion gold?