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    posted a message on [Idea] Belt socket for adventuring legendary gems.

    So I've been rattling this idea in my head for awhile now but I think it's time blizzard moved past just jewelry slots for the legendary gems.


    Yes we have Gem of Ease but that's one gem out of almost twenty and many of the gems we do have don't see much play. I think it's time we moved past gems that are just for the meta (more dps, more toughness, etc.) We need some adventuring gems, and another slot to do it in so it doesn't screw with builds. The whole having to switch gear/legendary gems is already annoying enough.


    My thought was pretty straightforward, using one of the 5 slots that don't come with a socket (shoulders, bracers, gloves, boots, belt) that way you don't have to switch things out and can just keep your utility gem even though it won't have much effect in GR's.


    Ramaladni's Gift now has a chance to drop as ancient. the ancient version can add a socket to jewelry or your belt.


    The belt slot would use one of 5 new legendary gems that can only go in that socket:


    • Haedrig's Prize - Used for db farming and getting rid of the need to use Sage's set.
      • 0% chance to drop double death's breaths (+2% per Rank, Rank 25 max. Total: 50% chance)
      • Rank 25 adds a 1% chance for trash monsters to drop a death's breath (this doesn't seem like much but given how much trash you kill it adds up and might actually be a bit to good.)
    • Shen's Craft - Used for infernal machine farming and uber organs/hellfire amulets
      • 0% chance for keywardens to drop double infernal machines (+2% per Rank, Rank 25 max. Total: 50% chance)
      • Rank 25 adds a 25% chance for the uber boss to drop the key to their realm again (refund your key basically)
    • Myriam's Gift - Used for greater rift key farming
      • 0% chance for rift guardians to drop double greater rift keys (+2% per Rank, Rank 25 max. Total: 50% chance. This is per drop so if the rg drops 1 key 2 may drop, if they drop 2 keys then you could get 3 or 4 depending.)
      • Rank 25 adds a 50% chance for an extra progress globe to drop while in a Nephalem Rift (wouldn't work in GR's. Makes rifting/farming faster. this would be per elite/champion pack so champions could drop 4 globes and elites could drop 5.)
    • Kadala's Game - Used for blood shard farming.
      • Increase blood shard drops by 0% (+2% per Rank, Rank 25 max. Total: 50% bonus.)
      • Rank 25 adds a 10% chance for elite and champion packs to drop blood shards.(This would obviously be scaled down from what rift guardians drop, probably to around 20-50 per drop.)
    • Tyrael's Boon - Used for bounty farming.
      • 0% chance for double bounty crafting materials to drop from act caches. (+4% per Rank, Rank 25 max. Total: 100% chance)
      • Rank 25 adds a 1% chance for trash monsters to drop a bounty crafting material from their act while outside a Nephalem rift. (Same as with Haedrig's Prize, seems low but with the amount of trash you're killing it adds up.)

    The concept of having gems that max out at Rank 25 may seem odd but I didn't want these gems to be grindy, I wanted to make something everyone could max out and use without doing a bunch of grinding. Quality of life improving gems so to speak.


    TLDR;

    • Ramaldani's Gift can now be ancient, adds sockets to jewelry or belt
    • New gems for your belt slot only that max out at Rank 25 and improve db, infernal machine, gr key, blood shard, and bounty farming.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Bug with Morlu Legionnaire Elites Healing.

    So I ran into this a few days ago and thought it was a fluke, but I just had it happen again tonight. Was doing a GR73 solo using Quinn's DMO solo build (not sure that's relevant but you never know.)


    Anywho I ran into an Elite pack of the Murlo Legionnaire guys from Act IV - the guys that carry around the crushbane 2h mace looking weapon. As I was fighting him once all of his minions died and he was about dead he seemingly became immune to damage then for no reason that I can tell healed back up to about 60~65% health.


    I don't know if this is a bug or if this is one of these guys innate abilities since all elites/champions have their affixes and what the monster does normally. I've never noticed it before with them.


    Has anyone else ran into this issue - i'm curious what the circumstances are to issue a bug report if it is one.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Staff of herding question

    Staff of Herding is a crafted item from the recipe dropped by Izual as the others have said, it's used to access whimsyshire - which is pretty much pointless now with rainbow goblins spawning portals to whimsydale which is the exact same thing.


    I assume you're talking about the bovine brodiche which opens a portal to the cow level when used in Kanai's Cube like a Puzzle Ring, I play a wizard and can confirm I haven't found one all season or any last season so I'd say it is filtered out of intelligence loot tables for some reason.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on wiz procs?!? unstable anomaly/firebirds

    Unstable anomaly will always proc first for some reason if both cooldowns are up, If you take fatal damage again before UA's cooldown refreshes then the firebird's 2 piece will proc.

    Posted in: Hardcore Discussion
  • 0

    posted a message on Extra stash tab after season ends

    I have roughly ~78 hours played this season and have almost completed the conqueror phase of the season journey. It is not as hard to do as it seems, roll a seasonal character, join a seasonal clan, join the seasonal rift running and split bounties communities and you'll be there in a couple of weeks.


    I get it's frustrating to have something like extra space gated behind seasons when they aren't your thing but with a little effort you'll get your tab and can go back to normal mode.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Arcane Torrent Wizard LF Advice
    Teleport or Slow Time are both good options, could also use black hole with spellsteal or event horizon for more crowd control and safety...totally up to you, Personally I prefer Teleport Wormhole but it isn't as effective if you don't have a ton of cooldown reduction or someway or working in the illusionist passive.

    If you get a gesture of orpheus that makes slow time the obvious choice due to the weapons legendary effect of reducing slow times cooldown. Now if they just fix the bug preventing you from having multiple bubbles up at once.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Torrent Wizard LF Advice
    Honestly your gear is pretty mish~mash and could go with any build, if you're shooting for arcane torrent build you want resource cost reduction so you can channel longer, low to no attack speed and stacking the crit chance and crit damage.

    Gear I would shoot for would be a gesture of orpheus for your weapon, as Gon said an Andariel's Visage with +arcane damage, get yourself a RoRG and craft Aughild's shoulders & bracers (+arcane on bracers obviously). shoot for a stone of jordan with + arcane and then try to get some tal'rasha pieces for the arcane power regen.

    Your source is good since it has APoC on it but if you can swap it out for a tal'rasha(only if you have enough for the set bonus) or mirrorball since you're using MM as your generator that would be more beneficial. If you have one that rolled decently try to get +torrent/+mm/or apoc on it.

    Other than that invest your paragon points into resource cost reduction and if you can get some on your gear without gimping your dps shoot for that. You "should" be using Arcane Dynamo as a passive, the idea here is to build to five stacks and then never stop your channel. Work in prodigy if you can if you're having Arcane Power issues. I would swap out audacity for arcane dynamo and you should notice a pretty substantial dps boost with that. Torrent is a ranged build so you don't need to be face tanking things but sometimes it happens, passives i would go with are Blur, Unwavering Will, Astral Presence, Arcane Dynamo.

    Your boots also need replaced once you have enough paragon points to get to the 25% movement speed cap with your points alone, movement speed always takes up a primary slot that could be used elsewhere. There's a whole thread on it somewhere.

    Best of luck on your search.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on MM Conflagrate + Blazing Hydra
    That's pretty much what I figured, would be nice if they applied to each other could get some huge damage ramped up pretty quickly if that was the case. Still i'm imagining a serpent striker and 2 hydras throwing out there own dot to be pretty substantial if both the hydras damage stack with each other. I'll have to test it out if I get my hands on a serpent striker, maybe someone with one already can test it out to see.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on MM Conflagrate + Blazing Hydra
    So I've been running around with MM + Conflagrate lately and recently decided to screw around with a new spender to replace meteor as I got a nice Tal chest yesterday allowing me to get the 4 piece without gimping my dps to much. It's been a lot of fun and I decided to switch meteor for Hydra with the blazing hydra rune, I know a lot of people go with mammoth hydra but i wanted to test out blazing and I'm noticing that blazing hydra seems to have it's own stacking conflag effect or that it may even contribute to the conflag from MM. I need to get some more testing done, maybe from some others in the community but I dropped some solo hydras out doing some rifts yesterday and i progressively saw the ticks getting higher.

    I'm looking to see if anyone knows for sure if Hydras conflag effect is a separate stacking effect or if it stacks with mm's conflag. If it does I'm imagining a serpent striker to be the next item i shoot for in terms of upgrades/replacements.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on How Vyr+tal rasha works???
    Magic Weapon runes do proc meteors as long as they deal damage somehow (i.e: electrify, ignite. As far as i know conduit, force weapon, and deflection do not proc arcane because they technically don't deal any damage. I've tested some and didn't see arcane proc from those runes but it could be a really low coefficient.) The weapons elemental damage property will proc as well, so specced properly with the corresponding familiar element you could have all 4 meteors proc. eg, Gesture of Orpheus proccing arcane with the ignite rune to proc fire, using electrocute to proc lightning and the ice familiar to proc cold. Though it isn't worth gimping yourself to get all 4, 3 is enough. Keep in mind though with this scenario if your archon isn't lightning you will lose the lightning meteor once going archon since you will no longer be casting electrocute.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Jerks in Public Rifts
    True some problems could arise with any solution, but I don't see the runners being trollish. Why would you kick someone prior to the rift guardian dying that just gimps yourself by losing the strength in numbers buff to finding legendaries, as well as bonus xp. And you basically already have a 33.3% chance of having to "pay" for the rift anyway when it ends up being you that has to open. Same concept, different implementation. Way to be constructive though and just blanket disagree with everything because you don't like the idea.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Jerks in Public Rifts
    Honestly there's a real simple fix for this.

    1. Rift can only be closed by creator of game.

    2. Creator of game (runner) can remove anybody whenever they want (to avoid people afking in their game)

    3. Make Rift Keys tradeable.

    4. Players that join the game can not enter the rift without the opener (runners) permission.

    This fixes alot of problems I think, by making keys tradeable the runner will get "paid" prior to people getting shards or any kind of reward, if someone doesn't want to pay up then the runner can just kick them and bring in somebody else. It also prevents afkers and any sort of leeching since you can't jump in and get credit for nothing without the runner allowing you in. Adds a little bit of downtime between tradeing and confirmation and all but it would help in the long run. Eventually the scammers will just leave and go do something else since they can no longer get away with being an arse.
    Posted in: Diablo III General Discussion
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    posted a message on Perma akkhans!
    I remember reading somewhere that CDR has diminishing returns after 50%, so 56.5% may seem like enough by the math but due to diminishing returns there's still a little cooldown left.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Weird Dot Thing on Avatars
    online/offline

    green means they're online

    red offline

    I assume that's what you're referring to anyway.

    **actually nm there is no dot if someone is offline, only a green one if they're online.
    Posted in: Site Feedback
  • 0

    posted a message on Single target and Myken's Ball of Hate
    general consensus is Myken's does not chain back to single target, i.e. is useless for any fight where there are less than 2 mobs present.

    It also does not affect the Arc Lightning rune at all as Arc Lightning does not "chain"
    Posted in: Wizard: The Ancient Repositories
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