• 2

    posted a message on Necromancer design flaws?

    I've tried every set with a few distinct builds and a few LoN builds, so i think i have a general understanding of the Necromancer.

    I don't have too much time so I'll talk only about a few things that i think should be redesigned or improved.


    First of all, I expected a lot of the Rhatma set, because it represent the essence of the necromancer, this is the problems that i have with the set:


    - Resource management: this problem was half solved with the hotfix, now we only need to have active 4 skeletons to have full effect of damage, so we don't need to keep spending all our essence the whole time in keeping them summoned, but there is still problems with the resources: summoning 4 skeleton mages it's 160 essence (i know it's x2 with the ring, so 80 essence) and 50 essence for commanding skeletons, that's more than all our basic essence (2/3 if we are using the ring) and i can hardly keep it up using a generator, so I'm forced to use Devour or Land of the Dead with Invigoration; that's 2 skill slots, because i need to use some kind of generator in single target scenarios too so either a generator, LotD with Inv or Devour with the Flesh Golem).

    - Survivability: this set feels too damn squishy even taking into account that I'm using the Jesseth set which have a shield!! So i feel forced to use Bone armor for usual survivability and Blood Rush with Potency to evade any instakill scenario. If i want more survivability I'm forced to use Dayntee using as a generator Grim Scythe with Cursed Scythe and as a weapon in the cube Trag' Ou'l corroded fang... and talking about survivability, even when I'm using every kind of source i could to increase it and have about 400-600 millions toughness, and the pet's legendary gem, my skeletons keep dying to area of effects affixes... please resolve this problem.

    Do you see where this is going? We are forced to use too much skill slots in general when the set already force us to have 2 skills, 3 if we take into account Army of the Dead, which i understand that the devs wanted to incorporate so we have a way to clean big groups, but it isn't as important as other mentioned skills.

    - Passives: It feels absurd that exists a passive that double defense without minions but not a single one that do the opposite which should be the common sense for a necromancer something like a Strength in numbers... so no defensive option except for Final service as a cheat death skill and Rathm's shield which is an invulnerability skill that in some scenarios could be abused (this passive needs a redo)... about damage passives there is only 2 options, Spreading Malediction, which is abused by some builds and force us to use at least a curse skill or Grim Scythe with Cursed Scythe, or Serration, which is a no for our build because we only have increased damage to minions; this kind of feels weird when most classes have a 30% increased damage in a few passives for different scenarios, and in some cases could be combined. About the others passives Extended servitude is obviously a must and there a some skills of utility like Dark reaping or Blood is Power.

    - Complementary Items: Jesseth set is a must and his effect feels perfect but i think that it need to add some survivability because i can't hardly feel an increase of toughness by the shield compared the loss of damage with a phylacterie. Nailuj is a must for this build as much as Krysbin is for all necro builds. Bloodsong Mail should be the perfect armor legendary effect if it wasn't because it makes our pets explode whenever we use the command skeleton skill during LotD... as the weapons go we have 3 options: Trag'Oul's Corroded Fang, Reilena's Shadowhook, Scythe of the Cycle, (and maybe Nayr's Black Death).


    A few ideas:

    -Please make the Skeletal Mage summon animation faster, even if they took a little more to get out of the floor, so we could summon them faster and make the time that they are active start counting only after they rise and are active, not when the skill is used.


    -Change to Rhatma's effects:

    (2) Set:
    Your minions have a chance to reduce the cooldown of Army of the Dead, Land of the Dead or Simulacrum by 1 second each time they deal damage.

    * This way we could chose the AoE of Army of the Dead and the utility of Land of the Dead (and it's combination with Bloodsong Mail) or Simulacrum.

    (4) Set:
    You gain 1% damage reduction for 15 seconds each time one of your minions deal damage. Max 70 stacks.

    * Increase the survivability.
    (6) Set:
    Each active Skeletal Mage increases the damage of your minions and Army of the Dead 750% with a total cap of 3000% and the resource cost reduction 10% with a total cap of 50%.

    * The needed RCR so we only need to use a generator, Devour or Land of the Dead with Invigoration. Other option to the RCR could be "Your minions generate 1-2 essence each time they deal damage"


    -Change to Jesseth Arms's effects:

    When the target of your Command Skeletons dies, your skeletons are automatically commanded to attack a nearby target.
    While your skeletons are commanded to attack a target, all of your minions deal 400% increased damage and your defense is increased by 7.5% by each minion active.


    -Change to Bloodsong Mail:

    While in the Land of the Dead, Command Skeletons gains the effect of all runes except Kill Command and deals 100–125% additional damage.

    * Between this or makes that the skeletons don't die when explode in conjunction with LotD or change the rune effect so they taunt nearby enemies instead of exploding.


    -We need more options for belts and bracers...


    -Change to Simulacrum:

    Create a Simulacrum made of blood that will duplicate your Secondary skills for 15 seconds, increase your damage 20% and makes you invulnerable to crowd control effects.

    *The way it's now it's only useful with the Spreading Malediction which should be nerfed.


    -Change to Spreading Malediction:

    Receive a 1% damage bonus for each enemy afflicted by one of your curses. Max 30-40% bonus.

    *this needs a nerf...


    -Redo of Rathma's Shield:

    After using Land of the Dead, Army of the Dead, or Simulacrum, reduce the cooldown of the other skills 5 seconds and gain a 10% damage reduction, 5% damage increase and 5% resource cost reduction buff during 15 seconds up to 50%, 25% and 25% respectively.

    *This way it can't be abused to make glass canon builds invulnerable and can be used as a combo buff that combine well with the changed 2p effect in the Rathma set.


    If the post keeps being constructive I'll post my thoughts about other sets.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Dear Demon Hunters,
    Quote from Netlash18go-next

    If you want to play solo, please play solo. (EOM)


    Plz tell me ur not playing wizard, monk, quake barb, LoN crusader or WD with the ckicken skill, because then my laught wont stop...

    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on Heal monks?

    Both, they use every set and piece that gives exp with tanky affixes and life regen, there is some cases with near 1m life regen.

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on [2.3] Kanai's Cube: Upgrade Rare vs. Reforge Legendary
    Quote from swebarbgo-next

    what about reforge a legendary u think is crap is that possible to try roll it to ancient maybe in the cube ?

    Yes you can, but only with the reforge legendary recipe, and it need a decent amount of mats and act specific mats (horadric cache given after finishing all the act bounties contain new mats) from every acts...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on [2.3] Kanai's Cube: Upgrade Rare vs. Reforge Legendary
    Quote from Jadengo-next



    It was changed and it doesn't have a chance to make items ancients like the other 2 recipes...



    What? When? Where?

    What: There were a few changes to this recipe, it can only be done with sets of 3+ items and it cann't create ancient items.

    When: Last PTR patch, as been said by cealis82 a few weeks ago.

    Where: PTR

    Quote from cealis82go-next

    Believe the patch before last patch? So atleast 2 weeks.

    Basically you only use the convert set item till you have all set items then you don't want to use the convert set item anymore, maybe only to get the 5-6 set items so you can reforge those.


    Since reforge legendary item and upgrade rare item to legendary use different materials I think both are good option to get better gear in that slot.

    Perfectly explained, it's now only useful to complete sets for the first time, after that it lose it's usefulness... i don't get the non-ancient change... i think mats needed should be rebalanced (keeping the ancient chance) and the reforge legendary recipe should need less mats. But anyway, that's not our decision...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on [2.3] Kanai's Cube: Upgrade Rare vs. Reforge Legendary
    Quote from bodziaqgo-next

    What about Convert Set Item option? If I would be looking for let's say Immortal Kings Boulder Breaker which option should I choose?

    It was changed and it doesn't have a chance to make items ancients like the other 2 recipes...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Hunter's Wrath work for Wizard?

    If it works with other classes maybe we could use it in a Monk generator build then?

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on IK set getting a buff
    Quote from Echobloodgo-next


    Quote from Echobloodgo-next

    When I ran IK on the PTR sans 250% six piece, I had no problems on T10 (I've yet to push any Greater Rifts due to time), also, I did not use a Unity combo while running the HOTA build. I was already hitting upwards of 6-7b crits, which I feel like would provide better single target and solid AOE (especially using the Bloodshed rune). And to your point of WW providing 40% damage mitigation, IK does the same with the Together as One rune on Ancients, but this one provides 50% mitigation similar to a Unity. I think it's going to provide a very competitive alternative to Wastes, plus it's really fun to play.





    I've been playing full Ik (with fury ancient shoulders, ancient HotA w


    eapon, F&R, hellfire amu -98%crit dam, 10% crit, 700+ str and cheat death passive- and in cube Remorsless, T&T and CoE. Para 730+) for a while and i can't crit more than 3.5b with CoE on my element, normally no more than 1.4b... are u talking making 6-7b with altars and pylons or just your own s?? Cause i don't know where did u get that numbers...



    Cubed: Furnace/CoE/Strongarms



    200% Fire, 30% knock back, add additional 50% elite damage. It's quite straightforward.

    I hardly believe that strongarms and Furnace can make such a big difference, but i'll try and i'll tell you my impressions. Anyway there are a lot of IF's to hit that hard, i could say the same way that my Nat Dh hit almost 30b but it won't be true either because i need some conditions to make it happen... u can't generalize, u have to take into account the worst case scenario, not the best, or give all the data, not only the best.


    Edit: Just tryed it and it's true that i get to that numbers, but i needed Threatening Shout - Falter and change a few things more to get the dps losing a lot of survivability in the process, u probably also forget to mention that that u need Furious charge to proc strongbraces, having only one rune u probably go with the 2 sec cdr for each enemy hit and having just 1 charge u need to use it really well. I only get that numbers in 3 cases in the whole run, 2 times against 2 elite packs and only for a about 2 secs and another time vs the GR guardian and again for 2 sec or less... u need to have so many conditions to happen at the same moment that almost never happens... I prefer to keep my toughness and hit a little less hard, maintaining almost the same damage vs white mobs and about 25% less vs elites/GR guardians (50% "when an eclipse happens"), in 60+ u can't survive with this kind of build unless u get the perfect enemies and an easy GR guardian.


    Cya,

    Sanguinae

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on IK set getting a buff
    Quote from Echobloodgo-next

    When I ran IK on the PTR sans 250% six piece, I had no problems on T10 (I've yet to push any Greater Rifts due to time), also, I did not use a Unity combo while running the HOTA build. I was already hitting upwards of 6-7b crits, which I feel like would provide better single target and solid AOE (especially using the Bloodshed rune). And to your point of WW providing 40% damage mitigation, IK does the same with the Together as One rune on Ancients, but this one provides 50% mitigation similar to a Unity. I think it's going to provide a very competitive alternative to Wastes, plus it's really fun to play.

    I've been playing full Ik (with fury ancient shoulders, ancient HotA weapon, F&R, hellfire amu -98%crit dam, 10% crit, 700+ str and cheat death passive- and in cube Remorsless, T&T and CoE. Para 730+) for a while and i can't crit more than 3.5b with CoE on my element, normally no more than 1.4b... are u talking making 6-7b with altars and pylons or just your own buffs?? Cause i don't know where did u get that numbers...

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on PTR 2.3 Monk - Uliana's Stratagem Set Explained (Video)
    Quote from phuzi0ngo-next


    I've been playing a little with this set in the Ptr and you actually don't need Madstone in cube, because using gungdo the explosion from EP will apply EP to the enemies which explosion is triggered by the 6p effect of the set, so you only need to apply palm before by using it or 2p effect; So i'd rather recommend using both gungdo and the spirit guards, using the best one you got and cubing the other. The only situation where you benefice from using Madstone is if u use SSS to a single target with no EP applied, then you'll apply EP but not trigger explosion in the first hit but you'll do in all the rest of hits and as i have said this can be resolved by just using EP before while not using Madstone.


    Cya,

    Sanguinae



    Madstone is mandatory if you have another Uliana monk hitting the same mobs that you are with the same EP rune because they will overwrite your EP's. If you group with other monks at the start then just run different EP runes until you have each madstones but once you get to high content you'll all want to be cold. If you play solo then it is still a strong option that almost everyone uses but you can get away without it.

    If there is another Uliana monk in the group they should be focusing different groups of enemies... and in the worst case scenario you both will be hitting the single and same enemy, in this case if you make explode someone else EP with SSS having equipped gungdo don't know if the explosion will apply your EP with your rune or his... never considered it cause i find absurd a group with more than 1 person with the same build, always preferred diversity in the group giving different buffs to each other.

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on PTR 2.3 Monk - Uliana's Stratagem Set Explained (Video)

    Hey guys, today I explain and showcase the new Monk set coming in 2.3 - Uliana's Stratagem. Although it does have a steep gear requirement (it's basically a 12 piece set), it's one of the smoothest builds out there among a sea of clunkiness (see Helltooth Gary). I go over the gearing strategy, gem choices, speed farming vs. greater rift considerations, and blow up some T10 cows. Moo moo. Enjoy & discuss!


    https://youtu.be/MFEjbqaUGNI


    I've been playing a little with this set in the Ptr and you actually don't need Madstone in cube, because using gungdo the explosion from EP will apply EP to the enemies which explosion is triggered by the 6p effect of the set, so you only need to apply palm before by using it or 2p effect; So i'd rather recommend using both gungdo and the spirit guards, using the best one you got and cubing the other. The only situation where you benefice from using Madstone is if u use SSS to a single target with no EP applied, then you'll apply EP but not trigger explosion in the first hit but you'll do in all the rest of hits and as i have said this can be resolved by just using EP before while not using Madstone.


    Cya,

    Sanguinae

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on PTR 2.3 Monk - Uliana's Stratagem Set Explained (Video)

    Sorry about double posting, don't know how to delete it...

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on New Weap! Rolling help!
    Quote from DFsletgo-next


    LpH to 10% damage, but i think ur +damage atribute is low... so maybe is better to just increase damage...



    His damage is ~100 from max rolled. Rolling that damage to the max will not gain you +10% damage. Rerolling life per hit ==> 10% damage is the correct reroll.


    Rerolling weapon damage, if you will hit the absolute max roll (which you wont) will give you a weapon with 3996.3 dps. Rerolling to 10% damage will give you 4316.7 dps.

    You are right man :-) , being a 2h maze it's so slow that the damage seemed to be far under the max but actually the best +damage he could get is +1870-2325 and in this case the roll is decently near, so it's better to roll the LoH to 10% damage.

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Lost some Paragon levels
    Quote from Lorrothgo-next

    I suppose that is possible but I'm fairly certain I was 560 something on live. I have some video footage I can go through. Perhaps there is something more concrete than just my word as evidence among them.

    Or you could just log on live and see for urself...

    Posted in: Technical Support
  • 0

    posted a message on New Weap! Rolling help!

    LpH to 10% damage, but i think ur +damage atribute is low... so maybe is better to just increase damage...

    Posted in: Barbarian: Bastion's Keep
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