I would personally just reset till there is bounty for one + check outdoor entrance area to east for one of spawns each time. Running through doesn't seem to be worth it.
But yes, I had Dataminer spawn in crypt with Jar of Souls, dunno about Manglemaw one.
Recently I (well, my Templar) recieved Relic that makes him invulnerable. That means vitality is not needed at all to not have him sleeping on job all the time. I'm wondering, would gearing him full in dps gear would be actually worthwhile? I understand that even a mln+ dps follower is 'just' an autoattack bot, in case of healing templar at least, but that still a bit extra dps, I'm just not sure if it can go as high? Would there be any weapons that would work well with them, or are things not proccing on them (Haunt of Vexo didn't work, no triple templar action )? Since I'm maining Wiz, gearing him up this way would require quite few sessions of playing str char, so I'd like to be sure if that's worth it at all.
Quite a bit conflicting opinions. Decided to keep IAS, since it's my best weapon atm for more than one build and I like fast stacking Flame Blades/Wave of Force casts. It is absolute monster indeed, melts everything <3. I can now farm t3 rifts <10min which is bit faster than previous t2 with Frozen Orbs, and I'm still rocking few unoptimal pieces.
I've gotten not-so-terrible rolled Woh recently and I'm wondering which should I replace for socket? Should I keep cdr for pure Explosive Blast build, or should I go with ias instead for more generic weapon? Is EB build even viable for higher (t3-t4+) torments to build entire set around it? Are there any other cdr requiring builds that this Wand would work in? I'd imagine Archon focused would work, but I already have Orpheus with int/2,15k/20%/socket that would prolly be better for them.
If they don't add super exclusive I don't mind. I just never saw point of ladders in d3. There is no economy to reset, and all it encourages is unhealthy playstyle, giving more push of searching for xp/hour effective routes instead of playing where you want, account sharing and botting (all except last was reason why Blizz removed server firsts in WoW for next expansion btw).
Now HC ladder I can see more point to it, when you actually have to balance speed of leveling and safety in otherwise slow, defensive paced mode. Kinda makes it more exciting rather than playing by snail peace and only loosing char to DC.
Option 5 is actually the only one that does what they want, not switching gear to open chests, and would seem best IF they add weapon switch option that is excluded from removing stacks (so that people can still switch from 2h to s&b or from dps weapon to loh weapon for tougher enemies).
Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit.
I guess IRL you also shout in between someone's argument to call them stupid? You must make wonderful conversation partner. Start attacking my arguments instead of me, then I may try to refute yours.
Honestly, this forum really went down to battle.net level lately.
Whoa, we have a badass over here. Keep badmouthing me over internet tough boy and see how much I care. 155%wd over line of a melassa moving projectile with small hitbox is bad, Overpenetration with Impale does 250% and it's instant. The only thing that is better was lower hatred cost to spam it, but you would need 3 targets hit constantly to barely deal more damage than Evasive Fire which is generator. I'd rather use Scatter explosive traps and have actually something damaging than waste time spamming Nether Tickles, or Lightning Ball for something that will clear rooms in flash and deal same damage most of time (2 bolts per shot),
Edit for IaS:
It is percentage, that's why I don't see point bringing it to DH specifically. If we did 30% more dps than other classes before attack speed, we will continue to do 30% more damage past nerf. Flat numbers on character sheet means nothing, it's all relative.
Our higher damage also is possible only because of two things, being still able to play glass-cannonish, and multiple damage boosting passives. We have same gear and same scaling beside those as every other class in game, it's just that we can stack multiple dps passives to cross buff them, instead paying with not having single one that would decrease damage we take, be it by flat reduction, or boost to armor/resist.
How exactly ias nerf hurts DH more than other classes? It's flat dps gain for every single class. It's side effects that made it 'over the line' for Blizzard, like LoH, Spirit generation/knockbacking finishers or %proc items/spells. None of this applies to DH specifically since it was percentage that heavily depended on your base damage in first place.
But he did gave you his thoughts, and my are similar. First you 'balance' skill, then you add and leave way, way more gamebreaking set (triple of normal regen of hardest resource to gain in game). You either balance all things around, or let people be OP as they want. Unless you want to discuss how near permanent Gloom DHs are fine, all talk about balance in game is null.
Nether tentacle at this moment deal crappy damage over very narrow lane with next to no life regain due to Inferno scaling. Multishot is nice for trash, but it's close range (not being able to even hit whole length of screen) makes it questionable to use against jailer/mortar/waller/teleport/vortex, not to mention it may be next thing on chopping block, the 50% hatred cost reduction rune is pretty much mandatory if you ever want to use it.
Impale is single target, which make runing anything other than Overpenetration iffy. Single target in this game works only if you face act bosses and perhaps if you finished all minions somehow from champ pack leaving golden mob. Unless you have 100k dps+ unbuffed, you will kite mobs for hours trying to get enough Hatred to kill whole elite packs with it.
Comparing other classes is pointless, I don't care for them. I rerolled from WD when I found I am unable to play in a way that suits me (pet or dot spread build, while not dying whole time to unkiteble enemies due to limited kiting arsenal). If other classes are struggling, why nerf DH and not buff those classes instead? It only leads to the point where every single class is struggling, and then you have blanket nerf on Inferno itself.
We're far from broken, in fact, we may have the best working resource system in game, both hatred AND discipline, THE FUN HAS BEEN DOUBLED. WD struggle on mana (static mana regen on growing mana cost of spells, k...), Barbs are not spending fury, Monk have barely any worthwhile spenders beside Mantra Spam, and Wiz... I guess they work too. But that doesn't offset fact that Nether Tentacle nerf hurt, together with not getting any changes to underused skills (non-bat familiar, sentry, strafe).
My DH can do that in 60-70 minutes (1 bag of loot per 10 min), that makes me really want to know what other people mean by 'best farmer' when choosing Barb. Although 2h EQ Berserker sure sounds nice.
I'm running something similar atm, but... bat and hatred regen primary? I'm using Evasive Fire (3 shots) and... free slot I guess, I rotate all my skills around in that, getting rid of Hatred fast enough is night impossible with trap arming time and decent stutterstepping while shooting, at least from my experience.
Well, inflation will make Natalya worth more, but so will your good drops, and you are bound to get one some day. Amount of players in D3 will slowly decrease, with most people cashing out their gear, which gives more sets circling in economy per player. Then you will have players who have obtained the set, but will upgrade it for one with better rolls, and guess where old piece will land? There is no ladder resets in here, so in 'some' time, everypony will be able to afford it, even if with crappy stats.
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But yes, I had Dataminer spawn in crypt with Jar of Souls, dunno about Manglemaw one.
http://eu.battle.net/d3/en/profile/Nivrax-2801/hero/36267564
Now HC ladder I can see more point to it, when you actually have to balance speed of leveling and safety in otherwise slow, defensive paced mode. Kinda makes it more exciting rather than playing by snail peace and only loosing char to DC.
Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit.
http://tinyurl.com/NTcalcA
I guess IRL you also shout in between someone's argument to call them stupid? You must make wonderful conversation partner. Start attacking my arguments instead of me, then I may try to refute yours.
Honestly, this forum really went down to battle.net level lately.
Edit for IaS:
It is percentage, that's why I don't see point bringing it to DH specifically. If we did 30% more dps than other classes before attack speed, we will continue to do 30% more damage past nerf. Flat numbers on character sheet means nothing, it's all relative.
Our higher damage also is possible only because of two things, being still able to play glass-cannonish, and multiple damage boosting passives. We have same gear and same scaling beside those as every other class in game, it's just that we can stack multiple dps passives to cross buff them, instead paying with not having single one that would decrease damage we take, be it by flat reduction, or boost to armor/resist.
Nether tentacle at this moment deal crappy damage over very narrow lane with next to no life regain due to Inferno scaling. Multishot is nice for trash, but it's close range (not being able to even hit whole length of screen) makes it questionable to use against jailer/mortar/waller/teleport/vortex, not to mention it may be next thing on chopping block, the 50% hatred cost reduction rune is pretty much mandatory if you ever want to use it.
Impale is single target, which make runing anything other than Overpenetration iffy. Single target in this game works only if you face act bosses and perhaps if you finished all minions somehow from champ pack leaving golden mob. Unless you have 100k dps+ unbuffed, you will kite mobs for hours trying to get enough Hatred to kill whole elite packs with it.
Comparing other classes is pointless, I don't care for them. I rerolled from WD when I found I am unable to play in a way that suits me (pet or dot spread build, while not dying whole time to unkiteble enemies due to limited kiting arsenal). If other classes are struggling, why nerf DH and not buff those classes instead? It only leads to the point where every single class is struggling, and then you have blanket nerf on Inferno itself.
We're far from broken, in fact, we may have the best working resource system in game, both hatred AND discipline, THE FUN HAS BEEN DOUBLED. WD struggle on mana (static mana regen on growing mana cost of spells, k...), Barbs are not spending fury, Monk have barely any worthwhile spenders beside Mantra Spam, and Wiz... I guess they work too. But that doesn't offset fact that Nether Tentacle nerf hurt, together with not getting any changes to underused skills (non-bat familiar, sentry, strafe).