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must be late cause my post has terrible grammar and spelling...
Again Zombie bears come at a price. That being you have to gear up with +armor rating and +all res and vit. If you do that you gonna be fine. Yes you still going to be gibbed by arcane/vortex/jailer/wallers but barb&monks do too.
But running over acid pools or lava trails shouldn't be an issue.
I'd say the witch doctor's are not a DH/Wiz and are not a Monk/Barb. DH/Wiz have 0% base armor and Monk/Barbs have 30% base armor.
Witch doctor's jungle fort passive could be changed to 15% base armor. Currently it only reduces damage a few percent if one already has 60% from armor and 70% from resists.
In this case the difference with/without jungle fort:
Without jf: Take 12% damage
With JF: Take 9.6% damage
You take a perceived 2.4% less damage with jungle fort.
With bad medicine: Take 7.6% damage, or 4.4% less damage with jungle fort and bad medicine.
If jungle fort was base +15% armor, your reduction from armor would go up significantly and you'd take less damage for less armor. This would still make resists really important and help the class take less damage.
On top of that, a glass cannon can choose to replace jungle fort with a better passive.
I think the best way to enable better survivability would be to buff the horrify 'freighting aspect' armor to full duration or close to it.
I always was under the impression that JF/BM was applied independently of armor both should equal to 20% extra HP and both of them 44%. But that's not really as significant as frighting aspect which doubles you effective HP for the duration of the buff.
What would be nice if JF would stack to meelee/ranged damage reduction which actually would make it useful and finally enabling the WD to act as a tank.
I think WD is the most difficult class to play because it needs to playnin unique ways, and not because it is gimped. I was so disappointed when I felt that Blizzard had not made significant changes to the kinds of play that action rpgs normally have. However, once I got to inferno and started playing with my WD in act 2, pre-patch, everything changed. For the first time I started scratching my head and trying to figure out how to stay alive and kill stuff. My build after days of tweaking became hex (hedge magic), zombie wall (barricade), fear (24 yards), grasp of the dead (80%), corpse spiders (leaping), and SW (jaunt).
Hex is a fabulous skill, increasing dps by 20 percent and stopping the stragglers from grasp and zombie wall from wailing on me, while also providing heals (my hp is really effective because i stack resists not vit).
Corpse Spiders are totally amazing because you can shoot around corners. Trap people with wall and grap, turn the corner and spam spiders. Run into a waller? Gg, you now have thenmobs doing your job for you as you throw spiders around the walls. Tired of splinters that miss... Well spiders never do...
Haunt is a fabulous skill that asia is making much better use of.
Remember, skills are gear dependent and dependent on synergizing with other skills. You do not have the game theory to show that these are not balanced. Especially when different cultures find that the opposite spells are imbalanced....
It sounds like you are mistaken about how Monks' and Barbs' bonus works. They don't have more armor; they have a 30% reduction in all damage before armor and res etc is taken into account. Jungle Fortitude works the same way but of course it isn't as powerful. 20% damage reduction is significantly more powerful than a 20% increase in the Armor statistic, but not as powerful as adding 20% to the damage reduction that armor gives (which would be A Bad Thing for this game as it would become possible to mitigate damage to very close to 0 if not 0 itself).
Apparently I am mistaken. Thanks for the correction.
One other thing, I want all witch doctor items to come with mana regen, randomly between 6 and max. It would just be a free addition on top of any other stats.
Dude the whole point of the mana regen affix is to make a build choice based on gear. Get rid of that and you only make the game blander. If you want VQ Bats, sacrifice stats to get the mana... If you want darts, enjoy a low mana regen in exchange for more int/crit/all res/ vit... In D2 the awesomeness came from mixing the right gear with the right skills... Do not ruin what little is left in D3.
Far from it.
The mana system as it is now is way too restrictive as it is now. If I choose vision quest I have to constantly spam my cooldown abilities and if for some reason I forget it or even locked in some animation while the cooldown runs out I am out of mana. And I cannot cast it again since the base regen isn't enough to invoke for example grasp.
Gear choices only affect you if you want enough regen to constantly spam bears/bats/acid cloud. Else it is largely irrelevant and there are ways around it (like phantasm and rush of essence)
I recall now exactly why I said every witch doctor item should have free mana regen.
There are only a few witch doctor items with mana regen: weapon/helmet/mojo
If I want mana regen this is a much smaller percentage of all items of that type, e.g. 20% helmets have a chance to have mana regen. I am not even sure if approximately 20% of helmets spawned have a chance to have mana regen.
Perhaps a better solution is to increase the chance of mana regen on these witch doctor items, add another item which can have mana regeneration, e.g. amulet, rings, or even a legendary/set item, and to improve the mana regeneration system in general.
If a player doesn't want or need mana regen, then the other 80% of helmets are guaranteed to spawn without mana regen. On top of that, a certain percentage of witch doctor helmets spawn without mana regen and have just as much chance at the affixes desired by said player. This leaves those players requiring mana regen much fewer options and thus trending the general public to avoid mana regen items and builds based around it.
So perhaps all witch doctor items get free mana regen was over kill, but something needs to change.
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