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Sep 3, 2014Mandrikar posted a message on [Video] Boon of the Hoarder - Never Worry About Gold AgainI have a lvl 25 boon of the hoarder in an avarice band and it makes my key farming much more bearable. I usually make between 3-6 million gold per T6 keywarden. I only attack when I am completely surrounded (and try not to do that). The avarice band is wonderful for making sure you don't have to go to a single gold pile besides the first.Posted in: Diablo III General Discussion
Sep 2, 2014Mandrikar posted a message on Legendary gems --How to get more of the same type?Posted in: Diablo III General Discussion
Thanks Bag! I will try that to see if another one drops. Currently it is at level 32 (3280% weapon damage), which works well for T6 soloing and keywarden farming.Quote from Bagstone
Put the gem on a different character (just in their inventory) or on your follower and you'll get a second one. However, this gem really shines when you get it to level 25, so I wouldn't bother with getting a second one before I have hit a "max level" on all my gems that I consider wearing.
@Porpoh: This gem is the #1 gem for some classes/specs, for example Sunwoku monks.
@Porpoh: Combining +58% holy damage, it is smiting for nearly 5200% weapon damage, making it very useful for single target fights (bosses, keywardens, rift guardians). I don't think there is a better gem for holy crusaders.
The "glass is half empty" argument against it is the lvl 25 power of "zapping" something every 5 seconds with a surpirsingly long range: I have had it trigger goblins on the edge of the screen to run before I was ready to take them on, which is annoying. Kind of like the way pet classes have to be careful around goblins.
UPDATE: putting the gem on follower did not cause a rank 0 gem of that type to drop from greater rift guardians. However, doing a greater rift with another character (while the rank 32 gem was on follower of another character) did allow a rank 0 to drop.
Sep 2, 2014Mandrikar posted a message on Legendary gems --How to get more of the same type?Since no one else is asking this question, the answer is probably right under my nose, yet I can't find it...Posted in: Diablo III General Discussion
I have a Mirinae, Teardrop of the Starweaver (smite gem) in my soloing unity ring. I also want to level one up for my "group play" ring. How do I get a second Mirnae to drop from a greater rift guardian? I am sure I can have my seasonal character get them and wait for them to rollover post season, but there has to be a quicker way to get a rank 0 legendary gem.
Aug 29, 2014This might have been asked before, but I didn't see the answer from a search and casual glance at several legendary gem posts:Posted in: Diablo III General Discussion
What is the maximum rank of legendary gems? So far, I have one that I ranked up to 30, and want to know when they cap. I imagine we aren't going to see any above rank 55, given how insane grift guardians have to be at level 45, but was wondering if they are infinitely upgradeable as long as you can conquer the guardian.
Aug 27, 2014My one vault, solo T6:Posted in: Diablo III General Discussion
I was wearing 2 special pieces: the belt and bracer (converts gold to xp and gold to armor)
WARNING in case someone doesn't know: don't go into greed's chamber without collecting all the gold in the hallways first. Once you enter her room, you can not go back out (didn't check to see if goblin portal was still up though).
Aug 18, 2014It looks like theMoratorium gem (converting damage to you to a damage over time) is mandatory in higher greater rifts for survivablilty (and/or Invigorating Gemstone for ranged). Likewise, high level offensive gems are needed to kill mobs fast enough because of their health scales to a point where your dps with perfectly rolled stats just isn't cutting it anymore.Posted in: Diablo III General Discussion
On the bright side, the legendary gems make T6 farming alot faster, so Hellfire Amulets will be plentiful and as common as Hellfire Rings were in D3Vanilla.
Aug 15, 2014The new legendary gems are going to mean there are going to be lots, LOTS of people able to run T6. The new gems make it easier for T6 and for others to advance into the 30+ greater rifts. This gem, if used on T6, will not compromise the capabilities of most players, so it will be a way to replenish gold. If the average player base gets too much gold, they could add another gold sink.Posted in: Diablo III General Discussion
Aug 4, 2014With patch 2.1 around the corner, and the addition of the greater rift gems, there are now 5 solid choices to roll on amulets that can have 4 primaries. Which are you most likely to enchant off? For instance, will you roll off a socket (and only keep it on your rings) to get one of the others above?Posted in: Diablo III General Discussion
Jul 29, 2014Posted by Grimku today:Posted in: Crusader: The Church of Zakarum
"We're planning on expanding the level range for the retroactive damage buff to 2-handed weapons, so that it will include item levels 10-70 in patch 2.1. One of the benefits of this change is that it should help lower level Crusaders feel like Heavenly Strength is still a good choice. The percent of increased damage will still be based on the weapon speed, and not based on item level. So, lower level items will receive the same base percent damage increase as their higher level counterparts.
Additionally, we're adjusting the amount of increased damage from 23-26% to 26-30%"
Jul 27, 2014Pure uber carries are inefficient in RoS. Any player askingfor a carry and providing all the keys is doing a disservice to their hardwork of getting the keys. Let me illustrate (everything isusing averages --RNG is RNG)Posted in: Looking For Group [NA]
T1 drop rate = 25% keywarden and uber boss drops
T6 drop rate = 50% keywarden and uber boss drops
Number of Keywarden kills to get 1 key/portal open
T1 = 16 keywarden kills (16 * 25% = 4 component drops needed)
T6 = 8 keywarden kills (8 *50% = 4 component drops needed)
If a T1 wanted to get a Hellfire Amulet with 3 other T1 players that also had their own keys, he would (on average) needed 4 complete rounds of all portals being opened. that means he would have to provide 4 keys, which averages to about 64 keywarden killson T1. The other T1 members would put in an equal amount of portal openings.
If a T1 wanted to get T6 carried, and thus had to provide all of the keys, he would need to open up only 2 rounds --but provide all 8 keys. He would get the keys on T1, so would require (on average) 128 keywarden kills. In other words, he could have gotten 2 Hellfire Amulets if he did it as it was intended and did it with others of his level who also chipped in.
In sum, T6 carrying a T1 is half as efficient as doing if the T1 did it with other T1 players who all contributed their own keys equally.
If a service was to be provided, it would have to be of beneficial to both parties. Here is how it would:
The T1 player opens up 3 portals. The three T6 carriers open up the other 5 portals. Under this scenario, the T1 only requires 3 keys to get a HF on amulet (not 4, as if he were doing it with other T1 players) and the three T6 players would only require 1.67 keys each to get a HellFire amulet (not 2). With no fractions involved, 2 of the T6 would contribute the regular amount of keys (no gain or loss) while one of the T6 players only contributes 1 key to get the amulet (a gain).
Put another way:
Player 1 (T1 able) slight advantage...3 keys required rather than 4
Player 2 (T6 able) advantage...1 key needed rather than 2
Player 3 (T6 able) neither advantage or disadvantage...2 keys required
Player 4 (T6 able) neither advantage or disadvantage...2 keys required
Jul 21, 2014http://us.battle.net/d3/en/blog/14569138/patch-210-ptr-patch-notes-updated-july-9-7-18-2014#seasonalitemsPosted in: Diablo III General Discussion
- New Seasonal Legendaries
- Restores 15% of your primary resource when used below 25% Life
- Krelm's Buff Belt
- Grants a 20% Movement Speed bonus
- Taking damage causes you to lose this effect for 15 seconds
- Krelm's Buff Bracers
- Grant you immunity to Knockback and Stun effects
- x1_FollowerItem_Legendary_03 (Name still TBD)
- Equip on Follower: Reduces the cooldown of all Follower skills by 50%
- Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds
- Removes the cooldown of Condemn
- Condemn now costs 40 Wrath
- Demon Hunter
- Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards
- Increases the duration of Sweeping Wind to 1 minute
- Witch Doctor
- Removes the cooldown of Teleport
- Teleport now costs 25 Arcane Power
Bottomless Potion of Rejuvination
New Legendary Potion
New Legendary Belt
New Legendary Bracers
New Legendary Follower item
New Legendary one-handed Mighty Weapon
P1_CruShield_norm_unique_01(Name still TBD)
New Legendary Crusader Shield
Leonine Bow of Hashir
New Legendary Bow
New Legendary Gloves
Seasonal Legendary not yet implemented
p1_Wand_norm_unique_01(Name still TBD)
Jul 18, 2014Posted in: Diablo III General Discussion
A perfectly rolled Warmonger will be able to get 4k in damage without socket. Throwing on a socket and a ruby on a few others and will be able to get to 4k, but not useful for anything other than bragging rights.Quote from BrowntownTownSweeeet. Even if they are game changing I'm still gonna keep one in my stash for boss fights (and for log out so I can be stylin).
Has anyone seen a 4000+?
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Mar 11, 2014The largest omission was the two-hander damage range (and off hand damage affix). That indicates they haven't found the source of the problem after considerable time to look for it, which is troubling given the imminent launch of RoS. It is possible all but the dual wielders will be gimped at Reaper of Souls launch.Posted in: News
Feb 13, 2014Mandrikar posted a message on New Patch for 2.0.1 PTR and Closed Beta Now Available2-handed weapons underperform dual wields or mainhand+source/fetish/quiver. 1H+ shield is the worst of all, which is the reason why you don't see players choosing it. Crusader has to take Heavenly Strength or their dps is gimped. Penalizing their movement for a required passive is poor game design. Most crusaders take steed to compensate, which is another penalty (losing a skill slot). Rather than fixing the problem that forces everyone to take these, they make the penalties even greater to discourage their use and promote diversity. Rather than fixing the root cause, they keep applying more badages that aren't effective.Posted in: News
At this point, I think they should just remove heavenly strength and focus on balancing crusader around sword and board. If they want to encourage variety in attacks for Crusader, make a passive that allows 30% damage reduction when using a 2-handed weapon (ala monk and barb).
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