Yes all affixes should translate to spells. What is surprising sometimes is seeing the elemental damage of your weapon affect the death effects of your attacks. For example a Wizard using Spectral Blade with a weapon that has +holy damage will result in mobs dying with the holy death animation.
This is true for skills that have no damage type of their own. Spectral Blade is about the only Wizard skill that has no damage type, so it copies the one from the weapon. For example, Electrocute will always show the lightning death animation.
Storm armor just says, ranged and melee attackers. It does not say if they hit you or the damage is reflected. This skill isn't Thorns. It works much more like Holy Shock.
Indeed, it sais "ranged and melee attackers". It's only dealing damage to the enemies that are attacking you, not the ones that are moving towards you. It is a thorns effect, not a damage aura.
I just played with a Witch Doctor a little and noticed the starting mana pool is 150, which is increased by 10 every time you level.
The mana costs of the skills that I had not unlocked yet remained the same.
However, the mana costs of the skills that I had unlocked increased a tiny bit with every level.
When I was level 1, grasp of the undead was 50 mana and firebats 55.
When I was level 2 and unlocked grasp it was 50 and 55.
When I was level 3, it was 52 and 55.
When I was level 5 and unlocked firebats, it was 55 and 55.
When I was level 6, it was 57 and 57.
When I was level 7, it was 58 and 58.
My account got flagged yesterday as well. No mail yet. Just news about the release date and me founding out I was flagged within one hour time. Yesterday was awesome.
I'm a bit concerned with all the "it's more challenging" posts...
The content in the beta is supposed to be the tutorial of the game, it's supposed to be super easy.
All the beta testers are longing for a good challenge and I understand that, but you have nightmare, hell and inferno for that in the final game.
If you already have to play carefully in the beta content, I'm afraid it will scare away the casual gamers that want to give the genre a try...
I'm a bit concerned with all the "it's more challenging" posts...
The content in the beta is supposed to be the tutorial of the game, it's supposed to be super easy.
All the beta testers are longing for a good challenge and I understand that, but you have nightmare, hell and inferno for that in the final game.
If you already have to play carefully in the beta content, I'm afraid it will scare away the casual gamers that want to give the genre a try...
Also keep in mind that a high %MF can produce items you don't want but others do, which in turn gives you a healthy chunk of gold from selling that item on the AH.
I don't think you should compare which methods can get you the end result fastest. Just go for what you prefer as a playstyle. Magic find can produce the jackpot or turn up with nothing for weeks. Gold find will always get you there, but slowly.
This build focuses on the sharpshooter bonus and keeping enemies slowed.
The sharpshooter bonus can rank up between fights making my opening shot an almost gauranteed crit. And my opening shot will be Vault in, Fan of Knives with the damage and range boost, and Vault out again. Massive damage in a huge radius and everything is slowed.
Entangling Shot to keep groups of enemies together and Frost Arrow (runed Elemental Arrow) to AoE and slow those groups.
If enemies are spread apart too much, Multishot!
The skill for bosses or lone monsters is Evasive Fire because it has high DPS and can keep me away from the target as well.
The Demon Hunter has amazing mobility, AoE and AoE snare capabilities. The place where I feel the DH is lacking is single target damage. Impale is too expensive on the hatred to be a main source of damage in single target fights. The rune effects for Impale are mostly AoE centered as well. I would like to see a rune for Evasive Fire that makes it do more damage.
If you have Sharpshooter in your build, I think it's best to have at least one ability that can do a ton of damage within one second. Because the passive will give this ability a ton of crit chance if you've been walking around for the past 10+ seconds or you just got back from town. An ability like Fan of Knives or Multishot will get the most out of the passive because every target hit will get the crit chance bonus.
This is true for skills that have no damage type of their own. Spectral Blade is about the only Wizard skill that has no damage type, so it copies the one from the weapon. For example, Electrocute will always show the lightning death animation.
Add some dirt/damage and lower the contrast.
Regarding the model, try to be consistent in your triangulation.
Besides that, looking good
Indeed, it sais "ranged and melee attackers". It's only dealing damage to the enemies that are attacking you, not the ones that are moving towards you. It is a thorns effect, not a damage aura.
The mana costs of the skills that I had not unlocked yet remained the same.
However, the mana costs of the skills that I had unlocked increased a tiny bit with every level.
When I was level 1, grasp of the undead was 50 mana and firebats 55.
When I was level 2 and unlocked grasp it was 50 and 55.
When I was level 3, it was 52 and 55.
When I was level 5 and unlocked firebats, it was 55 and 55.
When I was level 6, it was 57 and 57.
When I was level 7, it was 58 and 58.
No, I will not.
The content in the beta is supposed to be the tutorial of the game, it's supposed to be super easy.
All the beta testers are longing for a good challenge and I understand that, but you have nightmare, hell and inferno for that in the final game.
If you already have to play carefully in the beta content, I'm afraid it will scare away the casual gamers that want to give the genre a try...
I don't think you should compare which methods can get you the end result fastest. Just go for what you prefer as a playstyle. Magic find can produce the jackpot or turn up with nothing for weeks. Gold find will always get you there, but slowly.
No, it means they expect you to have at least one skill that doesn't cost any AP to cast...
http://us.battle.net/d3/en/calculator/demon-hunter#XWgSRV!ceT!ZabZYY
My demon hunter build
This build focuses on the sharpshooter bonus and keeping enemies slowed.
The sharpshooter bonus can rank up between fights making my opening shot an almost gauranteed crit. And my opening shot will be Vault in, Fan of Knives with the damage and range boost, and Vault out again. Massive damage in a huge radius and everything is slowed.
Entangling Shot to keep groups of enemies together and Frost Arrow (runed Elemental Arrow) to AoE and slow those groups.
If enemies are spread apart too much, Multishot!
The skill for bosses or lone monsters is Evasive Fire because it has high DPS and can keep me away from the target as well.
I assume he is using a single two-handed crossbow.