If the melee is just supposed to avoid it, then how is the melee supposed to kill it? Are you saying there exist a mob within the Diablo universe that is impossible to kill by melee. Cuz that statement is unbelievably stupid....
Ok I agree that melee should actually engage in melee to kill stuff, that makes sense. But every melee character has abilities to either stun monster, become almost invurnerable, dot spells, even ranged spells, traps etc...
You seem to be forgetting that these monsters, bosses especially, will probably have some sort of regen mechanic. Also, there are many summon monster types (like the witch bitch in act 1) that, unless you can get to them and kill them effectively, have the potential to pollute your screen with minions.
If you think you are going to be able to peck and evade as a viable tactic, I daresay you are wrong.
That is not what I'm saying... I'm saying there might be type of mobs where avoiding them would be part of a tactic to kill them. I generally just agreed, that melee should engage in melee range, thats why they are called melee character, I just pointed out that they have more skills in their repertoair, other then melee.
I thought you were talking about completely avoiding them, like fail barbs used to avoid the Arcane Sanctuary. Sorry for the misunderstanding.
Agreed, the tatcic that springs to mind is whittling all the mobs down to low health and try to kill them all at the same time. Leave one mob with low health and then kill the others. The last one (with the buff stacks) should only need a few hits to dispatch
Pretty much my line of thought as well. Might be tough since the minions and the main one don't have the same health, though.
Agreed, the tatcic that springs to mind is whittling all the mobs down to low health and try to kill them all at the same time. Leave one mob with low health and then kill the others. The last one (with the buff stacks) should only need a few hits to dispatch
Pretty much my line of thought as well. Might be tough since the minions and the main one don't have the same health, though.
Speaking of Arcane Sanctuary... this sounds like the old tactic where you have to single target everything, but in this case just to low health, then widdle the boss away and nuke the lot with some aoe at the end. Sounds exciting!
Confusing emphasis for anger... common mistake of adolescents.
The guide is the official guide. Written by Bradygames with information from Blizzard.
Why would you think the information there is false? It may not be 100% what is in the shipped version because of balance adjustments, but it will be really close.
Agreed, the tatcic that springs to mind is whittling all the mobs down to low health and try to kill them all at the same time. Leave one mob with low health and then kill the others. The last one (with the buff stacks) should only need a few hits to dispatch
Pretty much my line of thought as well. Might be tough since the minions and the main one don't have the same health, though.
Avenger is only applicable on champions (blue names), which have all the same health.
On the other hand trying to kill them all at the same time means you fight all of them for a longer time, but may be the best solution who knows.
hmm... monsters don't drop health globes past normal apparently... Are we only to rely on the regen, small life leech and hp on kill + 5 min pots for health??
hmm... monsters don't drop health globes past normal apparently... Are we only to rely on the regen, small life leech and hp on kill + 5 min pots for health??
I think it's safe to assume that's a mistake. I'm guessing what they meant to imply is that the drop rate is the same for all difficulties. It wouldn't make sense for no health globes beyond normal. Many passives and skills rely on them... blizzard wouldn't make those skills useless.
hmm... monsters don't drop health globes past normal apparently... Are we only to rely on the regen, small life leech and hp on kill + 5 min pots for health??
I think it's safe to assume that's a mistake. I'm guessing what they meant to imply is that the drop rate is the same for all difficulties. It wouldn't make sense for no health globes beyond normal. Many passives and skills rely on them... blizzard wouldn't make those skills useless.
Yeah from the video that blizz gave us about 'promising us we'll die' there definately were health globes on the ground.
Problem is, will we be able to kill them fast enough so we can actually utilize the health globes before we die?
I'm excited for the game to be difficult enough for me to actually worry about globes. It's a great concept and adds a lot of tactics to the game. Sadly, the beta was so easy it didn't matter when or where health globes dropped.
I just hope they didn't tune it so hard that health globes don't matter because you'll get 1-2 shot. If monsters hit too hard, health globes don't even matter. Things don't have to 1-2 shot you to be hard.
I can hardly believe 170k damage from inferno monsters..Getting one-shotted isn't fun OR hard.. it's just stupid.
NES Mario would disagree with you. You essentially had two hp limit the entire game, and in many cases you'd be going through huge chunks of each level with only one hp. Couple that with several one shotting mechanics, and that just made all of your split second decisions all the more important.
hmm... monsters don't drop health globes past normal apparently... Are we only to rely on the regen, small life leech and hp on kill + 5 min pots for health??
It doesn't say that at all. It gives a %health of the globe and when it drops (death). Implies that some monsters drop bigger/smaller globes and drop them at odd times too, not necessarily upon death which is interesting.
hmm... monsters don't drop health globes past normal apparently... Are we only to rely on the regen, small life leech and hp on kill + 5 min pots for health??
It doesn't say that at all. It gives a %health of the globe and when it drops (death). Implies that some monsters drop bigger/smaller globes and drop them at odd times too, not necessarily upon death which is interesting.
Yes - every monster has a chance of dropping a globe when certain conditions are met. Most of the time those certain conditions is death of said monster:D But more powerful monsters have chance of dropping globes when they drop down to certain level of health and champions and bosses are guaranteed to drop globes when losing certain ammount of health. For example every 25% health they drop a globe - so you'll get 4 from a fight (75%,50%,25% and when mob dies).
Honestly all these numbers mean nothing since we don't know player HP. As for ''big'' difference between hell and inferno. Well of course, its at least 10 level difference, this again means nothing. With WoW starting off at Vashj'ir, lvling up from 80 to 85 you go from 30k HP to > 140k HP. Thats a 5 lvl difference.
Only thing that will make me a believer is if Blizzard promoted a live stream of a blizz dev playing some Inferno games. Now that'l be fun to see
Numbers are just numbers. Beauty of math is that it works the same way for big and small numbers. Would it make ppl feel better if SK had 200 health on Hell and 350health on Inferno? And we were hitting him for 0.1 damage instead of 5000? Whats the difference. Whoever doesnt like numbers can easily toggle them off and just stare at health bar.
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Ignoring the teenage comment... my point was that I never said the numbers in the guide were valid. There is simply no way to know.
Confusing emphasis for anger... common mistake of adolescents.
I thought you were talking about completely avoiding them, like fail barbs used to avoid the Arcane Sanctuary. Sorry for the misunderstanding.
Pretty much my line of thought as well. Might be tough since the minions and the main one don't have the same health, though.
Speaking of Arcane Sanctuary... this sounds like the old tactic where you have to single target everything, but in this case just to low health, then widdle the boss away and nuke the lot with some aoe at the end. Sounds exciting!
Emphasis, in many cases, is directly associated with anger or frustration. I guess you just like using naughty words. You're so grown up!
The guide is the official guide. Written by Bradygames with information from Blizzard.
Why would you think the information there is false? It may not be 100% what is in the shipped version because of balance adjustments, but it will be really close.
Avenger is only applicable on champions (blue names), which have all the same health.
On the other hand trying to kill them all at the same time means you fight all of them for a longer time, but may be the best solution who knows.
Yeah from the video that blizz gave us about 'promising us we'll die' there definately were health globes on the ground.
Problem is, will we be able to kill them fast enough so we can actually utilize the health globes before we die?
I just hope they didn't tune it so hard that health globes don't matter because you'll get 1-2 shot. If monsters hit too hard, health globes don't even matter. Things don't have to 1-2 shot you to be hard.
...BRING IT ON!!!
NES Mario would disagree with you. You essentially had two hp limit the entire game, and in many cases you'd be going through huge chunks of each level with only one hp. Couple that with several one shotting mechanics, and that just made all of your split second decisions all the more important.
It doesn't say that at all. It gives a %health of the globe and when it drops (death). Implies that some monsters drop bigger/smaller globes and drop them at odd times too, not necessarily upon death which is interesting.
Agreed.