Ive not played diablo 3 in years and recently came back to try it out again. Been casually leveling a necro, 66 so far and using a minionmaster build on torment 1. But is there other beginner builds that has been proven useful for at 70, with no hoarded gear or new sets? Just looking for inspiration to branch out for other builds a bit as minion mastery is a fairly boring, if effective build.
The majority of builds i see on the site is all super dependent on sets. How can people already be loaded up on the new sets?
I can only agree. Ive not been playing Diablo 3 for a long while now, but i got paragon 200 the hard way before i stopped. And seeing this fills me with despair. Paragon leveling seriously needs to be reined in, its not what the game should be about. Its grinding for new and better items, not mooching xp.
Oh wow, seems crafting is comming full circle. Returning back to vanilla d3 way of crafting. First they got rid of needing specific whites, now axing specialty mats. Will make it much less bothersome to craft and place emphasis on getting the plans first and foremost again.
And Im pleased to see that set items is becomming less rare. Blackthorne seriously needs some competition, always a disappointment to ID an item and have it turn out to be that set.
I never see people mentioning it or hearing about it getting used.
Its kind of interesting, being a holy chain lightning. And now that the range was buffed, its a bit easier to use compared to earlier where it needed a rune to get 30 yards range.
Im speculating that the shatter rune is the most overal useful one, as it could mean a lot of small explosions going off at once in a crowd of balled up enemies. And with shatter you could then count on each attack doing 175% + 60% weapon damage to a single target, pushing it into the damage range of Slash with 230% damage done
Basically, with what blues have said about seasonal chars. They start from rockbottom, with 0 of everything. Essentially a completely segregated enviroment. Until the season ends and its folded over in the standard game.
So if you have 200 paragon points base, and you earn 100 while playing a season char. And at the end, it carriers over and you are then sitting at 300 paragon?
Should be quite appealing to players at high paragon levels, where the xp needed per level is truly obscene. Compared to the rapid gain early on.
rubies have their use as a leveling gem. You will breeze through low levels with a flawless royal in a socketed weapon as it pushes your damage through the roof. But once your crit gets up to par, it looses power rapidly.
would be nice if they made a statement about the chd pet dmng changes and if they are here to stay or not
Wish granted.
This is indeed an intended change, and the amount of benefit provided to pets does not have a cap. Critical Hit Damage now scales for all pets, from Witch Doctors to Demon Hunters. This actually also includes stationary pets, such as Sentries and Hydras.
Apologies for the delay in communication on this one, but we always want to be sure the information we're providing is full and accurate, and it took me some time to check with all the appropriate folks that this was an actual change and not a bug. We'll be updating the patch notes to reflect this information as well.
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Give necromancers some more time OP.
I stopped not long before the first season, havent been back since now. So Ive a lot of things to catch up to. only 213 paragon.
Ive not played diablo 3 in years and recently came back to try it out again. Been casually leveling a necro, 66 so far and using a minionmaster build on torment 1. But is there other beginner builds that has been proven useful for at 70, with no hoarded gear or new sets? Just looking for inspiration to branch out for other builds a bit as minion mastery is a fairly boring, if effective build.
The majority of builds i see on the site is all super dependent on sets. How can people already be loaded up on the new sets?
I can only agree. Ive not been playing Diablo 3 for a long while now, but i got paragon 200 the hard way before i stopped. And seeing this fills me with despair. Paragon leveling seriously needs to be reined in, its not what the game should be about. Its grinding for new and better items, not mooching xp.
Then I pop a pretty good rolled cindercoat. Thinking to save that for a shield bash build with crumble once i find the piro marella recipe.
2088.0 dps
1277-1706 damage
1.40 attacks per second
Primary
1013-1254 lightning damage
+6% damage
696 strenght
750 vitality
Secondary
+7 max wrath
I am thinking its the Vitality that have to go. Am i right?
http://imgur.com/a/I5kKj
And Im pleased to see that set items is becomming less rare. Blackthorne seriously needs some competition, always a disappointment to ID an item and have it turn out to be that set.
Its kind of interesting, being a holy chain lightning. And now that the range was buffed, its a bit easier to use compared to earlier where it needed a rune to get 30 yards range.
Im speculating that the shatter rune is the most overal useful one, as it could mean a lot of small explosions going off at once in a crowd of balled up enemies. And with shatter you could then count on each attack doing 175% + 60% weapon damage to a single target, pushing it into the damage range of Slash with 230% damage done
So if you have 200 paragon points base, and you earn 100 while playing a season char. And at the end, it carriers over and you are then sitting at 300 paragon?
Should be quite appealing to players at high paragon levels, where the xp needed per level is truly obscene. Compared to the rapid gain early on.
would be nice if they made a statement about the chd pet dmng changes and if they are here to stay or not
Wish granted.
This is indeed an intended change, and the amount of benefit provided to pets does not have a cap. Critical Hit Damage now scales for all pets, from Witch Doctors to Demon Hunters. This actually also includes stationary pets, such as Sentries and Hydras.
Apologies for the delay in communication on this one, but we always want to be sure the information we're providing is full and accurate, and it took me some time to check with all the appropriate folks that this was an actual change and not a bug. We'll be updating the patch notes to reflect this information as well.