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I was really looking to play WD but now I checked its high level skills and all are very situational with huge cooldowns.
So here are highest level skills for WD: Fetish Army (120s), Wall of Zombies (25s), Mass Confusion (60s), Big Bad Wodoo (120s). So all of them got ridiculous cooldowns, so how I am supposed to use those skills?
I would say cooldown should be no longer than ~25s or else skill becomes too useless, because you can't count of the skill to help you if it got 2min cooldown.
That's not true, if the skill's power is proportional to its cooldown. Obviously, we had no opportunity to try those skills yet, but they look fine to me. Just don't take more than one if you don't really like this type of skills and use it only in real emergencies.
WD skills boring? Hell no. This is obviously very subjective, but I have the most fun with the WD in the beta.
I think the idea is to use one of the top cooldown skills in special situations like in the the skeleton pillar room, and then rely on the other 5 skills in less packed areas.
The alternative is to pick a lot of high cooldown skills and cycle them to make sure one of them is always ready.
There are a couple of passive skills that would support such a style of play.
Here is an example build with the passives I talk about and a lot of cooldown skills. http://eu.battle.net/d3/en/calculato...jPT!iga!YZcYZb
Maybe I used wrong word, I didn't mean they do not look fun, I mean I don't see how can I use those skills if they got such a huge cooldowns. I want to be able to count on skill if I need it, but with 2min cooldown I just can't.
For example I came to a huge crowd of enemies and I called Fetish army for 15 seconds, cool, but what if I came to next crowd in less than 2minutes? Dunno I just don't like making build of skill which are so situational.
Every class have skills like these and personally I really like them. However, there are many good skill options even if you don't. You can create complete and viable looking builds even out of spammable skills as well. This is the true beauty of D3's rune system: with creativity, (almost) anything is possible.
Saved it to my favorites. I see a lot of potential in that build as it's surprisingly flexible.
Maybe when starting Inferno, it's so difficult that we NEED super-powerful skills with long cooldowns and waiting for a full reset before tackling each pack of monsters is part of the job :P.
Well yeah that one build is quite nice. But still for me it looks like waste to have so much skills on cooldowns :(
Ideally, you should always try have 4 skills on cooldown with this build to get the maximum out of the passive "Vision Quest" which gives you 300% faster mana regen with 4 spells on CD. Then you should try to find the most mana expensive/spam-able/high dmg skill you can find and spam it to the bones, so that you can make the most out of the insane mana regen you should have.
Maybe corpse spiders is better for this than fire bats, just looking at the costs of the skills. I donno.
Also, think of how well this build could possibly do in act boss fights when you can use all the high CD skills at the same time and just don't care about the next encounter.
Kblavkalash,
If you have ever played a Diablo game, you would know that certain situations require unique solutions. The high level skills have large cooldowns because they are to be used in encounters where your normal, spammable skills aren't going to be enough. These skills are reserved for situations such as the following:
A) You are surrounded and your spammable skills will not buy you enough time
B) You need to burn down a group of enemies or a particularly powerful enemy as soon as possible because leaving them/it alive would probably kill you, or at least make your life very difficult
C) There is a perfect opportunity to use a certain skill. Bascially, if you see the opportunity to use the skill in a particularly clever way, you can clear the challenge in front of you using a lot less effort, and clear it in a lot less time.
Cooldowns are a way to make super cool skills without making those skills overpowered or making them feel weak. If you do not enjoy cooldowns, there is equipment you will be able to collect to reduce cooldown times, or, in the case of tribal rites and desperate grasp, there are passive skills and rune effects that may help as well.
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