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    posted a message on Wow 3105 bounty mats gone forever..
    Quote from Bagstone
    The 1% droprate never went to live, it was only 1% in the very beginning of the PTR when ancients were introduced. Some people kept track over hundreds of drops (there were spreadsheets shared a while ago on Reddit) from which we believe it to be something between 0.2% and 0.4%, though it seemed to have converged towards 0.2%-0.25%. Do you have a source for the .3% datamine? That'd be interesting.
    I believe the 1% drop rate might have been for the original version of them. 10% chance for an ancient (10% chance) to roll primal. But that was when they weren't perfectly rolled ancient items, but rather were an item that could roll EVEN HIGHER stats than a regular ancient. Basically, primal ancients were originally meant to be to ancients as ancients were to regular legendary items when they were first introduced. Their worst stats would be better than an ancients best stats.

    They probably nerfed the drop rates as they no longer became necessary.
    Posted in: Diablo III General Discussion
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    posted a message on Necromancer design flaws?

    I think you're disconnected with the class then. First off: the Inarius set basically doesn't even use essence for anything and they spam cursed scythe pretty regularly even if they did.


    For other builds: yeah a lot of those do not use essence generator abilities but they are designed to do this while still maintaining effective use of their abilities.


    The Blood lancer build literally relies solely on their cool downs. They do not use anything that costs essence except for Decrepify; Borrowed Time for the CDR. Everything else involves them using Land of the Dead and Corpse Lance/Devour. The playstyle is an assassination playstyle though... It's meant to be played this way. You hunt for elite packs and then pop your CDs and go ham. It's like the Shadow's set for DHs. It singles out high value targets while ignoring the trash.


    The pestilence set is currently not tuned properly but it, too, focuses on Corpse Lance damage while not using a generator and having devouring aura as the generator for essence. The builds that utilize this set currently have many ways of spawning corpses without needing to kill anything. They use the Blood Rush rune that leaves behind a corpse, the blood golem that leaves corpses as the active along with the gloves that make it shed a corpse every second... stuff like that to maintain essence in order to use bone lance... bone... the thing from Diablo 2... and get those corpse lances flying from the set bonus. It works if you play it correctly.


    And the Rathma's set I honestly know very little about but I know it, too, works well. Especially with the recent hotfix to the 6 set to make it require less skeletal mage casts in order to gain maximum damage. I don't hear anybody else complaining about the set's inability to generate essence, though.


    And lastly: You mention the reliance on CDs. The thing with this is that pretty much every class in the game does this as well, except they don't actually have to worry about not having them active. Every other class in the game has their huge CD basically go infinite. Vengeance with Dawn and CDR makes it so you have a permanent Vengeance buff and other builds achieve the same thing usually. The meta builds for the classes might not anymore... I'm a little out of the loop with non-DH solo builds but I know the old meta Akhan set did the same thing with their big buff and that Barbs did the same thing with Wrath of the Berserker as well. They made this class have ACTUAL cooldowns with huge impact. It's no surprise that Land of the Dead is designed to be a huge moment for necros but it wouldn't be a good CD if the actual corpse skills were not very useful. The fact that Corpse Lance is so insanely powerful is the reason why every build uses Land and Lance in combo. It just melts enemies.

    Posted in: Diablo III General Discussion
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    posted a message on Necro DLC for $21.95!?!

    In Japan its like 1700 Yen. What a big number. Wouldnt buy anything in Japan if i were you.

    1700 YEN?! WTF! Man I could totally sell my account for like... 2,000 dollars right? Cuz that's how money works. Just sell it to a Japanese guy they're obviously loaded with that high of a number.
    Posted in: Necromancer
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    posted a message on What about a new mode of play for the anti-paragoners

    Eww and no to all of this. The only thing i really want right now is higher torment options even if it's only for reg nephalem rifts. Like maybe go up to grift level 60? Or something. Just give me an option so that when my speed farm gear gets so good that I'm literally one shotting every white mob in the game at t10 I can at least get more drops. I'd like guaranteed two death's breath drops with the possibility of a third one and a higher chance at legendaries/keystones/blood shards etc. I don't want it to be like a grift though with options ranging from 1-60. Just like regular torment choices and then like an 11 12 and 13 (every like 5 grift levels is another torment so it would be like going up to grift 60 at t13) as well. This would prevent it from feeling too similar.

    Posted in: Diablo III General Discussion
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    posted a message on [2.3] Guide: The Demon Hunter Builds for Torment 6-10

    I noticed you mentioned that Loaded for bear isn't good. Why is this? It seems like the best rune for clusters or enemies.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Next Expansion Speculation
    Quote from Pietrakgo-next
    That never should happen in the current class system. Each class has to invest in vitality and main stat. If on any class vitality was the main stat then the whole gearing would be much easier for that single class, as one of the primary affixes would be freed for other options.

    I mean yes true but also not really. Every other class' mainstat has defensive properties as well such as int giving resist and dex/str giving armor. It means that class will have less armor or resist than any of the other classes.

    Posted in: Lore & Storyline
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    posted a message on Demon Hunter Spreadsheet
    The sharpshooter suggestion seems odd to me. I can't honestly think of something I like better however. I thought of a couple things but they would just change the playstyle too much like Sharpshooter removing all crit chance but for every enemy you hit, your crit chance is increased by x%. That would negate crit chance on gear which would be weird and I'm pretty sure the changes to one with everything is proof that blizzard doesn't want a class that physically has a way to negate one or more stats.

    Sharpshooter has always been about crit chance but the changes to Awareness proves that the original concept can change easily as long as the purpose remains the same. So feel free to go outside the mold based on maybe something DH's are lacking offensively. Crit chance and damage isn't exactly an issue and upping those seems unneeded. Of course we could always use more crit damage but something that just boost crit damage is... well boring and I don't think Sharpshooter is strictly a passive that is supposed to increase damage. I feel the original design was much more strategic than something like archery. Anyway I think I'm rambling... So I suppose my point is maybe look back at your list and make some changes to things that you've decided to keep similar just for the sake of being similar. Maybe sharpshooter could work with... uhm... Certain skills perhaps. Maybe some kind of bonus to "single target" abilities or mainly just abilities that require them to hit their target to be effective. Stuff like multishot and cluster arrow DO obviously need to hit but you can kinda shoot in general directions and still do damage. Stuff like impale you cannot.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Ring and Amulet Reforges (2.1)
    So with the new legendary gems coming out and only being socketable in rings and amulet sockets, what exactly do we get rid of? With crit chance and crit damage being so valuable that really only leaves either dex or %ele damage on the necklace. I'm guessing rings are a little bit easier since they don't give %ele damage, but is the best option then crit damage/chance/dex/socket?

    Thanks ^_^
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Video]Mara 6 set variation + 5 min T6 rift
    So you'd suggest sentry damage over cluster arrow on quiver?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Video]Mara 6 set variation + 5 min T6 rift
    So what stats should I be aiming for on my gear exactly? You seem to have very high toughness for somebody only using awareness and your damage is very high as well.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on "newish" dh in need of a lot of guidence
    What confuses me about your build is the fact that everything is fire except for your cluster arrow. Curious as to why you aren't using Loaded for Bear. I find it's easier plus opens up another passive slot.

    Regardless, the way to go for DH is definitely the Marauder's set. It's SO good. I would start off by gambling for shoulders, then helm, then boots/pants. On helmets you want to go for dex, crit chance, cluster arrow, and a socket usually. Socket let's you change some of your stats without having to spend too many resources to do so.

    Aside from Marauder's, pick up a good pair of Reaper's Wraps and change your Blood Vengeance passive. Reaper's wraps will always give you more hatred back than your passive would have and the extra discipline isn't usually needed as much. For the stats you want crit chance, dex, vit, and your elemental damage of choice.

    Anyway, the general idea is to balance offense with defense. The more offense you have, the less defense you require since the faster you kill things the less damage you'll take. Now you have to take into account unavoidable damage and that's why I personally like to play with more defensive stats than some people. Typically if I can choose between attack speed or a defensive stats I'll pick defense since attack speed is definitely the weakest of our damage stats.

    I hope this makes enough sense to be useful to you. 2 am tired brain syndrome isn't so good for tutoring others. If you have any other questions post them here and I'll get to them in the morning when I'm less tired. :D

    http://us.battle.net/d3/en/profile/Hctaz-1638/hero/5155498
    Here's my DH if you need a reference at all for gear. Oh and for the pants, shoot for something other than armor. Mine have them simply because they rolled with I believe Grenades damage which I don't use and armor as well. Obviously the armor was going to be more useful to me than bonus damage to a skill I don't use. Ideally you'd want Resist all instead.
    Posted in: Demon Hunter: The Dreadlands
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