• 1

    posted a message on Debo's "Helltooth & Carnevil Patch 2.3 GR 60 Guides"
    Quote from DeboSc2»
    After the change to Big Bad vodoo no longer effecting pets what so ever, its damage output dropped dramatically.
    Wait, I was really looking forward to using the Helltooth/Garg build, what happened to BBV?
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Potential Generator Build with the Revamped Shenlongs set and Kunai's Cube

    I think Zt1mQ is referring to this post by Xantrix777 on the Dfans forum, and this post on the official forums. The thing is, Xantrix is merely suggesting what he thinks Shenlong's bonus will become in the next patch.


    There hasn't been any official word on Shenlong's set since the first PTR patch.

    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on I cant beat 43+ Grifts and dont understand why

    Your main issue is that your Boulder Breaker is on the low end damage-wise and you're missing a lot of potential Critical Hit Chance and Critical Hit Damage on your gear.


    Here are a couple ways to partially solve that with your current gear:


    1. Reroll LPH on your Boulder Breaker to +10% damage.

    2. Keep rerolling the CHD your gloves until you get 40%+

    3. Reroll the vitality to crit on your helm.


    The rest of my solutions basically come down to "find better gear":


    4. Ideally, your helm should have Str/crit/ww damage for maximum damage.

    5. Other than your weapon gem, your amulet is your biggest potential source of CHD at 100% max. Right now, you have none.

    6. You can only have crit chance or crit damage on your RoRG (due to fixed stats and the need for a socket) but right now you have neither.

    7. Find a Unity with a socket/critical hit damage as a base stat, than reroll the main stat to whichever stat you're missing. Alternatively, you could swap out Unity for a Convention of the Elements ring, forgoing Unity's damage reduction for even more damage.

    8. Find a higher damage (ancient would nice, of course) Boulder Breaker.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Help with build please!

    Here's what I can see right off the bat:


    1. Reroll the dex on your Unity to CHD%, it's going to give you more DPS then main stat.


    2. Upgrade your gems and farm an ammy that can be socketed and still have an CC/CHD. For now, since you only have 2 spots for gems, you need to level Bane of the Trapped to 25 ASAP and socket it into one of your rings. It's hands down the best legendary gem for melee characters.


    3. You have no elemental damage on your gear. Your bracers could definitely use an upgrade and it's pretty simple to find+reroll a good one with elemental damage/main/vit/crit. The amulet slot is typically your other source of elemental damage, but it's a lot harder to find a good ammy with 3 of 4 of the BiS stats (cc/chd/elemental/socket).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Datamined item not included in 2.2 PTR?
    Quote from Staudeyy»

    Quote from ashkore21»

    the SSS is set to be SWK 6 pce . i hope its not but that is what it was ment to be for. however at this time it is not in the game.

    god, i hope thats not true. it would be so anti-snyergetic.

    Yeah, doubling SSS as the 6p bonus makes no sense at all.


    Both of SWK's current bonuses revolve around cyclone strike, EP, LTK, tempest rush, and WoL. Not only does it not fit with the rest of SWK, it's just not that great of a bonus to warrant 6 pieces of a set.

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Gold find during the community buff
    Quote from Ianacca
    Wow. There really is no pleasing some people.

    They dont have to give us any kind of buff in preparation for new content and theyre offering it as a gesture of goodwill to their playerbase.
    Exactly. My goodness, it's not like this gold buff comes with a reduced chance of legendaries to balance it out. There's literally no way this hurts any of our characters. I'll happily take all the extra gold you guys apparently don't want.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Shadow's Mantle 4pc set power redesigned. Reactions?
    Quote from TrueColdkil
    A vengeance set would be cool. Though i just think that Mara6 has a so great synergy that creating a competitor will be hard, until you just stack a ton of damage on one/more abilities.
    It is really tough to beat. No single DH can match the sheer volume of 2 (or more) sentries blasting away. Not to mention, you can't kill the sentries, and oh yea, the 4pc bonus of all the companions for added damage/toughness/tanking as the cherry on top.

    Sure, the sentries can't move, but neither do we when we're shooting (unless we're strafing).
    Posted in: Demon Hunter: The Dreadlands
  • 2

    posted a message on Shadow's Mantle 4pc set power redesigned. Reactions?
    Honestly, they could keep the old bonus AND the new bonus, and I still don't think it will get used that much. I think if they really wanted to push the idea of a new kind of playing style for defensive DHs, they'd introduce another small set that would make melee combat viable.

    It kills me that M6 is the go-to set for DH's. How the heck is having your pets do all the damage while you run and hide fit with the established lore for the demon hunter? Right now, the "shooting" set (Natalya's) is still woefully underpowered in comparison.
    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on Wizard Items/Skills Suggestions Collection
    Quote from Thornagol

    5. Mirror Images now creates clones of your follower. This effect can stack with Asheara's set.
    I love this one, we need more off the wall legendary properties like this.

    We have a lot of "do this skill twice" legendaries, that, while powerful, aren't particularly fun.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on The epitome of fail: Don Vu
    Quote from SerinMaximus

    Wizard, supposed to be the master of elements but really never has been, undefined role. Wizards throwing their hands up in confusion.
    When it comes to the philosophy of the wizard, it seems like they were envisioning them flitting around the battlefield while blasting monsters from range. Key word: range. The channeling spells seem to directly contradict that image. Standing still leads to monsters getting in your face, which means you're now face-tanking like one of the melee classes. The skills that do lend themselves to this ranged playing style are incredibly weak in comparison to the nukes that DH's and WD's can dish out (the other two "ranged" classes).

    Wizards just play clunky right now. Honestly, I feel like Teleport needs to have its cooldown removed and then given a paltry AP cost per cast. Wizards should be the most mobile class. A big part of their flavor is their control over "time and space", and yet they seem do a pretty poor job of dealing with both in-game.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Please help with wrath management, HC Shotgun
    Judging by your profile, it looks like you don't run with a follower. If you temporarily moved their gear to another character or if you exclusively play in groups, then that's understandable. But if not, Kormac's lnspire skill will help a bit with wrath regen.

    You also could experiment with one or more skill changes:

    Shield Glare: Divine Verdict to Zealous Glare - for the extra wrath

    Laws of Valor: Critical to Unstoppable Force - for the wrath cost reduction
    Posted in: Crusader: The Church of Zakarum
  • 0

    posted a message on Will we eventually have too many legendaries?
    Quote from Advanced

    Quote from TopHatCat64
    Quote from Jamoose

    Is this really supposed to concern us? As long as the introduction of new legendaries is gradual, there is nothing to fear in my opinion.

    Technically, the more the better. And since it seems like all the season only items will have special affixes and such, for the sake of bringing people back into the game and creating more intrigue, i don't see how it could turn into a bad thing.
    Exactly. My dream is that EVERY legendary I pick up has something useful/fun on it that makes me want to keep it. If that's the case, then I'll care a lot less when the legendary I'm jonesing after isn't dropping. We're obviously not there yet, but with 2.1, Blizz is adding orange mods to old legs, and making sure all the season-only legs have orange mods. We're slowly getting there.
    meanwhile your stash is exploding :D
    A good problem to have! :D
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Will we eventually have too many legendaries?
    Quote from Jamoose

    Is this really supposed to concern us? As long as the introduction of new legendaries is gradual, there is nothing to fear in my opinion.

    Technically, the more the better. And since it seems like all the season only items will have special affixes and such, for the sake of bringing people back into the game and creating more intrigue, i don't see how it could turn into a bad thing.
    Exactly. My dream is that EVERY legendary I pick up has something useful/fun on it that makes me want to keep it. If that's the case, then I'll care a lot less when the legendary I'm jonesing after isn't dropping. We're obviously not there yet, but with 2.1, Blizz is adding orange mods to old legs, and making sure all the season-only legs have orange mods. We're slowly getting there.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Epiphany - Inner Fire and different elemental damage? How does it work?
    Epiphany, like all of the skills in D3, has elemental "headers" above each rune. Desert Shroud says it's physical, Soothing Mist says it's cold, etc...

    Now, Epiphany un-runed adds no damage, and 4 out of the 5 runes also add no damage, so no questions there. I can pick whatever element I want for the rest of my attack skills and go on my merry way.

    But then we come to Epiphany's last rune, Inner Fire. Now, based on D3's logic, adding +% Fire damage (like from Magefist)should boost the damage that the clones do. When I did some research, however, I saw numerous posts stating that the element of whatever attack skill you're using will actually overwrite Epiphany's fire element. So, if I was using LTK - Scorpion Sting, then all of that extra 353% fire damage is now 353% lightning damage. I'm not sure what to think now.

    Anyone have any insight here?
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on IMO dex needs major revision...please add comments!!!
    I think lore-wise they could explain adding % damage reduction to Dexterity with demon hunters/monks "rolling" with a punch. Yea, you didn't completely dodge the hit, but you moved enough at the last second to take some of the power out of it.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.