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    posted a message on Let's redesign some legendary gems

    Hey clueso, nice to see you on DFans. I agree with the anti-elemental standpoint, which a number of players/posters have taken (across both forums). In theory, it would be nice to have gems relating to each elemental damage type; unfortunately, the runes are simply not balanced well enough at this time to make them an attractive option. Take the case of cold EP for example; there would be no reason to build around any other element. The same could have been said for ET - Raging Storm pre-nerf.



    To make this concept work properly, each element would need to serve a specific function, with each elemental gem boosting said function across the board. The foundation simply does not exist at the moment, which makes the prospect seem unappealing.

    Posted in: Diablo III General Discussion
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    posted a message on Need confirmation please

    As Bagstone mentioned, it is much too early to give a definite answer. For an analysis of currently trending builds (based on the current PTR iteration), read Wudijo's post (linked below).


    Group Play PTR Feedback


    I'm a little surprised that R6 Monk wasn't mentioned as a tested build, so hopefully they get around to doing that at some point.

    Posted in: Diablo III General Discussion
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    posted a message on Monkey King's Garb - Does it work with anything but WoL?

    Sunwuko has gone through a few changes over time, I definitely prefer this iteration to the + daibo dmg version of old. The 4pc effect has not stood the test of time and needs to be updated or completely changed (the decoys deal crap damage and the taunt effect is either minimal or non-existent). On the other hand, the 2pc bonus is great and definitely suits the build; as for the 6pc bonus, it needs some tweaking.


    Consider that Kyo belt is generally regarded as a mandatory equip in a sunwuko setup; what is the value of +% SW damage when firstly, SW deals garbage damage anyhow and secondly, it's damage scales off of SW stacks, which you are spending to gain benefit from the set; this is counter-intuitive. I think an appropriate solution is to have crits generate a separate sunwuko stack; this would mean that your SW won't lose damage and you won't need to re-apply SW (at additional spirit cost, on a heavy cost spender build). I also think the base dmg value of SW needs to be buffed, adding a valuable AoE dmg source to melee (and TR in particular) builds.


    As for the 4pc, I think the taunt effect needs to be more powerful and more reliable, to suit a TR setup (since TR is easily the weakest element of this build, due to a lack of AoE capability). In addition, I think TR needs to be revamped, to align with other channeled skills, gaining a natural damage bonus over time (essentially mimicking the Flurry rune, minus the AoE effect and preferably requiring a shorter duration to max out). I think this would go a long way towards bringing TR closer to the LTK and Bell variants of the set.


    EDIT:


    I think matching the ramp up on TR with the ramp up on Taeguk would be ideal, as they would be used together.

    Posted in: Diablo III General Discussion
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    posted a message on End of support meta - Rise of Full Dps Party [Idea]

    Hybrid builds always have been and always will be an option, but the simple truth is that it is not as effective as specialized roles; this is why the current iteration of the meta exists, and has done so for some time. In order to create a hybrid build, you need to sacrifice off certain abilities, such as self-buffs, or pour more heavily into stats which may not affect your own damage bonuses; this reduces your own damage output. Consider that if each of 4 players must produce a hybrid build, you are losing DPS for each player in the group; compare this against the current setup, where 3 players are able to stack debuffs (on mobs) and group buffs for a single DPSer, while providing dedicated utility functions (i.e. pulling, which is basically a full time job). The end result is 4 hybrids with a lower total dmg output, competing against 1 DPS and 3 support with higher damage potential and more effective support abilities.


    I do agree that a hybrid playstyle would be more interesting (provided that lag issues are mitigated), but devs would need to make accommodations to suit this. Consider Whirlwind - Hurricane as an example, since it has significant value as a support ability and also deals damage (although the issue exists whereby the damage it deals is minimal, due to lack of proper support from items), this means that the skill itself would be in a prime position as a hybrid skill, but requires a damage buff. Consider alternative runes and skills, capable of serving the same purpose; they basically don't exist. So really what we need devs to do, in order to support hybrid playstyles at high-end GRs, is to completely overhaul just about every single skill in the game, so that DPS, hybrid and pure support builds are all equally viable and provide enough variety (for diversity amongst such builds).


    Simply put, this is never going to be implemented in an acceptable format, so you might as well forget about it. As mentioned previously, you can make a 4man hybrid group, go right ahead; just don't expect to reach GR levels which come anywhere close to the 3+1 meta.

    Posted in: Diablo III General Discussion
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    posted a message on Need help with my Hunter

    Your gear setup seems fine. The only suggestion I would make is to swap out witching hour for Hunter's Wrath, this helps to keep your discipline maxed to ensure max dmg on each multishot.

    Posted in: Diablo III General Discussion
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    posted a message on Need all the advice i can get

    Adding an important note for your DH. Currently, you are missing the 6pc bonus, since you do not have the chest and are not cubing RoRG.


    As for your barb, your best option (based on current setup) is to swap out IK boots or chest for Raekor boots or chest (so that you have 5 Raekor / 3 IK + RoRG). On top of this, you may want to consider either a HF ammy for an extra passive, or swapping F+R out for Endless Walk (Ring + Ammy) and equipping a unity for more toughness (important to equip unity and invincible relic on follower).


    As an aside, many of your gears have rolled without the preferred primaries, although this shouldn't impact too heavily while farming GR 60-.

    Posted in: Diablo III General Discussion
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    posted a message on Missing from patch notes? ET ?

    "Energy Twisters spawn new energy twisters on each hit of an enemy. When there's 15 twisters out, they gather in HUGE OMFG SUPER TWISTER!"

    On the bright side, at least we wouldn't need to corner mobs on walls/columns anymore XD
    GR 1,000+ here we come.
    Posted in: Diablo III General Discussion
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    posted a message on Next PTR Timing

    Obviously, the availability of the datamined info tells us that PTR is nearby. I'm pretty sure 2.4.1's PTR started about 1/2 - 2/3 way through S5, so I am expecting PTR to commence any time within the next 2 weeks, assuming that my memory is correct AND that the same pattern is followed. So far we know that 3 sets are being tweaked (Firebird, Akhan and 1000 Storms) and that new legendary items are being added, but this does not rule out the possibility of further changes.


    Personally, I'm still waiting for some minor changes, which I had expected during 2.4.1 PTR, such as adding Corrupted Ashbringer to cube and tweaking Magefist. Frostburn and Magefist were added to cube at same time, Frostburn's leg power was tweaked and the 20% dmg bonus was built into it. On the other hand, Magefist just got it's guaranteed fire % roll changed to a leg power roll, which seemed like a job left half-done.

    Posted in: Diablo III General Discussion
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    posted a message on Barb with 5 Raekor items and 3 IK items or vice versa
    Quote from WNxManiacMan >>

    But I just noticed something... I get 25% movement speed with paragon levels, does that mean that I'm already capped before my items are accounted for?? I mean, do I even need movement speed on my boots lol


    The 25% cap affects gear rolls and paragon bonus, so having 50 points in the paragon means your gear rolls contribute 0%. Additional bonuses, such as from Chilanik's Chain are not affected by the cap, so you would end up with 25% + 40% move speed, for a total of +65% move speed while Chilanik is procced.
    Posted in: Diablo III General Discussion
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    posted a message on New Paragon system for accumlative Seasonal points required !

    Non-seasonal already has exclusive content, legacy items; they make it possible to play certain builds which cannot exist in season. A great example would be "duplicate" equips, whereby 2 different versions of the same item can be equipped at once (such as 300th spear, oculus ring, fist of az, and the list goes on).


    "you will get to the point in seasons that if your goal is to get as high a Paragon point score as is possible playing seasons then you'll reach a point where you have no choice but to play non seasonal "


    This doesn't make sense at all. By playing seasons, you are not being forced to play NS. If you wanted to, you could immediately delete your rolled over chars as soon as a season ended and either never pick items out of mail, or simply delete them altogether and wait until the next season begins. Seasons serve to provide competition (and marginal benefits, i.e. stash tab), to the extent that everybody must start from scratch and has the same gearing options available. Non-season is where all of the hard work put into seasons is accumulated post-season, so that the efforts are not lost.

    Posted in: Diablo III General Discussion
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    posted a message on New Paragon system for accumlative Seasonal points required !

    Seasonal characters start from scratch, with nothing to their name, that is the whole idea of a season. Non-season already exists for what you are suggesting. Seasonal characters get converted to non-seasonal at the end of a season (items get mailed across, paragon exp gets added to your NS paragon), therefore you never lose progress. This aspect of the paragon system works flawlessly and requires no change. The idea of retaining paragon across seasons sounds like the worst idea I've ever heard, especially in its currently "broken" (less than optimal) state.

    Posted in: Diablo III General Discussion
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    posted a message on Need help / advice

    Augmenting gears requires a legendary gem of any level (equal to or above the requirement, by gear type) and 3x Flawless Royal gems of appropriate type (used to determine the stat), bearing in mind that a higher level legendary gem will provide a higher stat bonus. The augment is applied to any given ANCIENT gear, using the Caldessan's Despair recipe available through Kanai's Cube. Place the required items into the cube and click transmute. Legendary gems can be upgraded by completing GRs, with the success rate being determined according to GR lvl vs gem lvl.

    Posted in: Diablo III General Discussion
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    posted a message on Ban Wave
    Quote from Bot4Lyfego-next

    I wouldn't get too excited people, Blizz can't be doing THAT great of a job... I've botted since S5 in HC, am in top 25 solo and top 100 group.


    Hate the game that rewards botting!


    P.S.- I'm sure the people caught are not taking proper precautions.

    Just to be clear, you mean to say that you wear a condom (presumably on your head) while botting, right? :P
    Posted in: Diablo III General Discussion
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    posted a message on Season 7 and 2.5 suggestions?
    Quote from Moboroshigo-next

    True XP multiplicative in Rifts + Uncapped rifts would be the best thing top do. We will have the XP of Grifts + keys for pushing when needed.

    Close enough :)
    Posted in: Diablo III General Discussion
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    posted a message on Barb with 5 Raekor items and 3 IK items or vice versa

    On the topic of cubed weapon effects, The Three Hundredth Spear is definitely another effect to consider, as it boosts the damage of your boulder toss.

    Posted in: Diablo III General Discussion
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