Dude posts his clear on PS4 and 99% of posts simply attack him for it. You would think their enjoyment of the game on console is some sort of shocking violation of your enjoyment playing it on PC. "How DARE a console player celebrate their own personal achievement on DIABLFANS!!! I'm going to totally diminish their joy of the game because f!ck them if its not based on PC it deserves nothing but pure contempt. Never-mind that a console is essentially just a homogenized PC platform with game pads and a proprietary O/S designed specifically for gaming, essentially running hardware dependent object code just like any other PC. The toxicity of the comments is simply appalling and you guys really come across as a miserable bunch who must be a hell of a lot of fun to hang out with at parties.
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Mar 13, 2016Quidam67 posted a message on [2.4.1] New Dmg / XP numbers and what they mean for Season 6Posted in: Diablo III General Discussion
Great stuff. But to be honest, I'll be happy if they finally manage to balance out classes and sets with regards to DPS, at least within a margin of 4-5 Grifts. Impossible dream?!?
Mar 1, 2016Posted in: Demon Hunter: The Dreadlands
That was a nice analysis TastySoup. One of the things I like about UE is it is a very agile build. Maybe it plays a little different on PC than Console (where I play D3) but I think UE is about constantly re-positioning yourself in relation to mobs. F+R does not penalize you for this but Endless Walk does. In group play with a support providing better grouping and crowd control the picture is not so clear, but lets be honest, in this patch there is only 1 build for serious DPS pushing and the DH is not it, so the primary focus of the DH is solo pushing, which blows, but that is just how Blizzard rolls.
Feb 16, 2016Posted in: Demon Hunter: The Dreadlands
I've tested both combinations quite extensively and Focus and Restraint seems stronger. If, by chance you roll a godlike Traveler's Pledge (%Fire Crit/Cit Socket) and a great compass rose, it might be as good, or in some situations, slightly better.
Feb 10, 2016Posted in: Diablo III General Discussion
To clarify the issue, the patch notes on the PS4 (you can view them by selecting the options button and displaying the notes) clearly says gems are capped at 100, so it is not actually a bug. Rather, it is a very strange (and I think poor) design choice.
To further clarify, all previously boosted gems were "truncated down" to Level 150. In other words, legit gems can only be leveled to 100, but previously boosted gems all sit at 150.
I can only speculate, but if there was a bug at all, it is probably more likely related to the fact that the boosted gems got nerfed to 150 rather than 100, but that seems unlikely as well.
Anyway, as said I think it was a terrible choice given legit groups are pushing past 100. I've been part of a "non modded" group that has beaten 102 and has been chasing 103 for a couple of weeks now. Honestly, my best guess is that when the patch went live, Blizzard probably didn't think people were going to be able to push past 100, which I think demonstrates a lack of a deep understanding of their own game, or more specifically the potential of some of the builds they have defined.
Jan 17, 2016Posted in: Diablo III General Discussion
This is a slight digression but a friend on console was playing the Delsere twister build and I was quite shocked at how powerful it appeared to be. It seemed like we jumped almost 10 Grift levels when he was running point.
While it is cool to have powerful builds, I am a little deflated that it is so much more powerful than anything I've managed to create with my DH (and don't get me wrong up till now I've been pretty happy with the love the DH has gotten this patch). I was hoping this season things would be more equal between classes allowing more diversity etc.
ps. credit to my friend DumaPro for being a douchebag and a Steaming Hot Turd)
Dec 8, 2015Posted in: Diablo III General Discussion
not sure I agree with your logic. the XP focused gear most likely will mean the effective GR level you can push goes down (either for reasons of surviveability or dps) so that the net result is you earn less xp with the xp gear. In my opinion it has become a pointless, and therefore wasted stat. Maybe they should have dumped it altogether and created a new secondary to replace it. I'm thinking Life Per Second with a red gem in helmet would be a whole lot more meaningful than 4% xp, especially since the healer monk has also been nerfed into the ground.
XP change is great in my opinion because now everyone, including supports, can focus on gear optimization instead of xp and simply try to do higher GRs more efficiently to compensate for the measly few % a xp build will give. Now an xp build of 200% bonus exp will result in 20% which will be divided 4 ways so 5% only per player instead of 50% previously. A ruby in a helm will result in only 1% bonus exp per player now; it's just not worth it anymore. Simply doing one GR higher due to more optimized gear will more than compensate for this change due to the changes in the system.
4 dps seems unlikely except for speed GRs where survivability doesn't matter. Maybe we'll see more hybrid balanced characters pop up. Maybe a standard 1 support / 3 dps or 1 support + 1 balanced + 2 dps or something...
its all relative. it doesnt matter if the xp Gear was nerfed by a factor of a million. As long as it exists and it provides a bonus relative to gear that has 0 of the bonuses, those % become even more poweful. Thats all the botters and nerds do is farm GR so yes XP gear will still be present so they can chase para 4,000-5,000
Dec 7, 2015Posted in: Diablo III General Discussion
I'm just using this as an example. I was lucky enough to roll an insanely good Yangs Recurve right at the beginning of the patch, which at the time, made the game feel like the best thing ever. But even if I had not rolled such a great one, the only other competing weapon for the Unhallowed build is a better rolled Yangs and I had already rolled about as good as you can get. So the point is that if that was the build you favoured (unhallowed) You had exactly one weapon choice and the option to cube it was not viable either due to the rcr bonus, further locking it in.
So I don't necessarily think that creating a weapon that has synergy with a specific set is a bad thing, but unlike Natalyas Slayer, Yangs is not a part of the set, and that to me is the real flaw.
In summary, if Blizzard wants to create non set items that are very obviously designed to work with a specific set (regardless of whether they offer some utility in other builds) then they should be made a part of that set. To my mind, this frees up another slot that would otherwise be used for the set, thus build diversity in terms of item choice is maintained.
For the record I think D3 does have a fundamental design flaw which means there will always be one build, or combination of builds in group play that will be demonstrably superior to all others, but that same flaw is also what makes the game fun, and makes it D3. If they addressed that flaw at the root cause, it would be a different game.
I've never personally played a game that has given me more milage than D3, so for all its failings, I have to give the dev team kudos for their continued efforts to upgrade it and keep it interesting to play. Patch after patch, and I've not paid a single cent apart from my initial purchase.
Oct 6, 2015Posted in: Diablo III General Discussion
really fantastic and you have crazy talent. just a minor comment and it is a personal thing, but I've never felt entirely comfortable with the way Kadala is so commonly characterised as a whore. I don't think you need to do that in order to promote your fantastic work, and in fact something like that could cause Blizzard to keep your amazing work at arms length, and not acknowledge or feature it in one of their public streams etc.
Sep 27, 2015Quidam67 posted a message on Whats the best way to obtain desired Ancient/Legendary items?Posted in: Diablo III General Discussion
Maybe if we could also buy Forgotten Souls with the insane amount of gold we accumulate this could also be a solution?
unfortunatelly the reforge legendary option is WAAAY too expensive.
Bounty mats aside I think that 50 FS per reforge is way too much.
Most of the players who don't farm 20h/day have at best 1000FS (that is if they only play with one char and seasons).
That makes only 20 reforges for a few weeks of fs farming.
It's a similar situation to Ramaladni's... rarely anyone reforges a legendary just like rarely anyone uses a ramaladni even if they have one or two to spare because obtaining them is so hard that people dont want to risk spending it for something that might not be a BiS rolled weapon.
gg getting another Ramaladni in the next 200 paragons
but bottom line is that this Cube option could be useful if only it had its cost lowered to lets say 25FS per reroll
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Jun 4, 2017Posted in: Demon Hunter: The Dreadlands
I fail to see the constructive tone in OP's thread. It was also posted in the wrong forum. Some people see a reason for a civil discussion to be had... if so, please make a new thread with a constructive opening post in the correct forum (DH). But we're not a tabloid that rewards clickbait/rant threads like this one.
Jun 11, 2016Posted in: Diablo III General Discussion
I was only being a smart ass in response to an ignorant hashtag comment.. Anyway, I will quit poking the bear and end the thread with a simple Thank You all for taking the time out and seeing what we do on console, we have much respect for top PC players and we all can agree on how much fun Diablo is. Once again, Thank You!
May 29, 2016Posted in: Diablo III General Discussion
Few suggestions for next patches:
- Difficulty level is defined by the slider (up to T15)
- A new gem - Sapphire (Helmet - RCR, Weapons - AS, Other - armor)
- Empower a Greater Rift allows in the case is not closed for 15 minutes once upgrade legendary gem (up to 15 minutes as it is now 4 times)
- Stones for GR move to the inventory panel in the left corner from gold
- Mystic paint items (recipes need to search or award of the season)
- Pennant increases Gold and Health Pickup by 4 Yards
- Legendary potion in Kanai's Cube (do not take place in the inventory, it is not necessary to store for each character)
May 28, 2016Posted in: Diablo III General Discussion
I think one thing that could be changed with para lvls is after 800 give us some more options than just mainstat. Was thinking Ele damage increase of your choice would be nice since a lot of builds use increased ele damage.
May 27, 2016Posted in: Diablo III General Discussion
Just to highlight this - barb and WD also were never part of the DPS meta (end-game WD DoD was never viable enough). Only DH (S1-3), wizard (S3+5+6), and monk (S4).
Just once I would like to see the sader as a DPS roll in group meta. Sader is the only class to not have a moment in the spotlight for dps.
I like the idea of having support characters, 3 of them...not so much. I would be happy with 1 or 2 support. Its a never ending battle. Current patch, you can have the best GG wiz but if the support can't do their job you fail. Opposite of that if you have the best support and the wiz doesn't have enough DPS you fail. I would like to see a good 2-2 ratio again like the wd DoD days.
But with everything else I agree: Crusader should be in there, and potentially WD as well. Both are the best support classes in terms of DPS, so having those two as DPS (maybe crusader for AoE and WD for single target) would make it less necessary to add them as support. Then two supports (maybe wiz+DH, just for the fun of it and because we haven't seen them as support yet). I like the idea of supports as well.
Of course, the dream would be that there's variety. Like in S3 when DH+wiz were both fine for DPS, and WD/crusader had similar roles for support (perma stun), so not every group looked the same, even in terms of high-level game play. I actually think that S3 in general was not too bad as a season in terms of balance overall, but of course the problems (TRIALS) overshadow everything in retrospective.
May 27, 2016Posted in: Diablo III General Discussion
I'd like it if they reduced group support. Group support is nice and cool and having a full on supporter in your team is an enrichment to gameplay. Having such strong support abilities and items that the best way to play is with 3 supports, is not.
Other than that: A bit balancing here and a buff to LoN builds there.
May 19, 2016Potpourri posted a message on Diablo 3: A few observations and what I think of them.Posted in: Diablo III General Discussion
This is my personal opinion, based on several observations I had, while mindlessly burning through monsters.
I have played every season but S1 from the start, and was hyped every time, such that I spend many hours in this game. Not that I'm some kind of important player, I place myself in the rather mediocre league. Nontheless, I have made a few observations about the game, developing and the community in general.
You have to acknowledge that it is a one of a kind. Neither PoE nor Grim dawn or any other similar games have captured me from minute one. It has come a long way in the past and truth be told, the gameplay itself never gets old. The lore is wast and interesting, the setting ideal for the genre and frankly, the campaign was a blast for the first playthrough.
But, it gets stale. Don't get me wrong, it is in the "genetics" of the genre to get stale, a grind is a grind, and you can't change that. But they made efforts to keep us playing, and with the adventure mode and the seasons, they did well. The season lenght is good, 3 months is enough time for everyone interested to achieve their goals, and not too long before it just gets ridicoulous.
There are things missing in this season.
There is nothing new in contrast to 2.4, besides of the cosmetics (which I frankly don't care about). No new gameplay, and the worst of all: same old meta.
Metas are two-edged swords. While it certainly reflects the numbercrunching minmaxing feature of such a game, it tends to outcast players who don't particularly like this or that class. I even believe, that many players don't even like playing the supporting role, while the wiz get's all the credit (and has by far more to farm/gear/grind for than the supports).
Another thing I miss, are the "play your way of choice" feature, which is gone completely. I for example like frost orb, but I can't really use it. They introduced LoN - mechanics to see to this, but it did not help as much as I had hoped.
This season feels like a filler. And this is most certainly the cause of some bad juju here and there.
Which takes me to:
There isn't any news. And that's bad. No info about what's to come and when and whatever. The panel at last year's BlizzCon was, in my opinion, a slap in the face. They only could have made it more obvious with a sign that says: well we don't have anything new.
Sadly though, because it is one of their signature franchises, which has taken the base game studio to the point where they are now.And with some of the major developers leaving the team a while ago, this certainly doesn't create a good feeling about the future of the game.
Another sign is the missing blueposts that really matter. No community information on anything, and as a curious human being, I just would kill to know what they talk about in D3-related meetings.There are no more flavour posts of some kind, like they did on several occasions.
Sadly this missing info is a bad sign for me. I really hope that it is the calm before the storm, but I'm close to giving up hope.
To me, it looks like they will keep the servers running with minor fixes here and there like they did with D2 (which is not bad). All this to focus on other more mainstream and moneygrabbing genres.
I am almost certain that a good amount of players would actually pay for a season entry ticket of 5E or so, IF there is a reasonable amount of new things.
Another thing is the "easy" implementation of QoL changes, like easy gathering, specc-changes and saves and an intelligent way of pet behaviour. Why isn't that in yet? Sure it takes time and ressources to put them in, but just do it already. Assuming such basic and foremost reasonable community demands only enhances the game. So again, why isn't it in yet?
A last point I wanted to cut out is the community.
In my opinion, D3 has become more of a streamer game than a "play at home at your pace and style" game. This is shown by the recent quin/drahque-beef, and also by botting and cheating in general.
I mean, streaming is something nobody would have anticipated a few years ago, and now it is a huge, moneydriven business. But it comes along with drawbacks, like cheating and botting, because there is actually a demand for it. Partly because of the flawed and exploited paragon system, but partly because time input is in a direct relation to power, and this creates the market for such a thing.
Lastly, another of the reason, many people are upset by a lot of stuff, is that they really like the game, and don't want it to end. Many of us have had good times, be it with friends or alone. We created a good set of memories, and we are kind of addicted to it.
All in all, I see these 3 things as a cycle, game influences community, which influences development, which influences the game.
Personally, I will play on, since I have fun, but I fear that someday I have to face the "end". And I hpe that somewhere along the line is new, juicy, spectacular and fun new content to burn through in about 15 minutes
Also: please don't tape this text to another thread. I really tried to be new and original. Which was not easy in that matter^^
And now i have to come up with a title. In an unrelated matter, does anybody know how clickbait works? I mean, for curiosity purposes....
Apr 21, 2016Posted in: Diablo III General Discussion
Pylon Mechanics & Usage
We oftentimes talk about paragon, gems, augments, gear, mobs, and maps influencing GR success. And of course things like skill, knowledge, and experience (who directly relate to each other). One particular aspect that is often glossed over - though it's easy to learn and also easy to master - is pylon mechanics (and how to use them). I'll compile my knowledge in this thread and would like to ask top players (if any of them read this thread) correct my mistakes; hopefully this will be helpful for all players in the upcoming Seasons, as Pylons seem to be in a relatively stable spot and no changes are to be expected. If you're a super lazy reader and just want a grossly oversimplified summary of dos and don'ts, skip to here.
- 1. Prologue: History
- 2. Detailed List of Pylons and Effects
- 3. Pylon Mechanics and How to Use Them
- The Dos and Don'ts
But before we start, let's take a quick look at the history of pylons. In the first season, it was all about one pylon, especially in solo GRs: the Conduit Pylon. Pylons were spawned right after the creation of the map, and since many classes (especially barbarians) relied on having a Conduit Pylon for the rift guardian, players just scouted the entire rift (easy with Furious Charge) to check if there was a Conduit Pylon. If not, remake game; if yes, kill mobs depending on how good the rift was. This caused lots of frustration and went so far as to people declaring their "highest non-pylon GR clear", as if using a pylon was some kind of cheat. The community asked for pylons to be removed from GRs or at least the Conduit Pylon to be nerfed. Blizzard as usual said "we don't nerf, but buff everything" - which they attempted on the PTR for 2.1.2. Nevertheless, even after buffing all other pylons, the Conduit Pylon still remained too strong and was nerfed at the very end of the 2.1.2 PTR. Over time - and depending on the meta - pylons still remained powerful, but not as "broken" as in Season 1. Especially the Conduit changed from being scaled on player damage (Season 2-3) to a fixed GR scaling (Season 4+). Overall, you can find all pylon changes that were ever mentioned in patch notes (after season 1) compiled together here:
List of pylon changes in Diablo 3 patches since Season 1:
Patch 2.1.2 (Season 2)
- Pylons are now less likely to spawn next to each other
- Conduit Pylon
- Now deals damage based on player Weapon Damage (reverted as of Patch 2.3.0, see below)
- Now attacks a limited number of targets
- Will now attack the same target less frequently
- Shield Pylon
- Now reflects damage back to attackers
- Speed Pylon
- Duration has been increased from 30 seconds to 1 minute
- Now knocks enemies into the air and deals damage to them
- Now breaks Waller for the full duration
- Now breaks destroyable objects (e.g. Doors, Barrels, etc.)
- Some changes were also mentioned verbally at Blizzcon 2014, as documented in our
Patch 2.2.0 (Season 3)
- Some changes have been made to the way Pylons spawn in Greater Rifts
Patch 2.3.0 (Season 4)
- Conduit Pylon
- Duration has been increased from 15 to 30 seconds in Greater Rifts
- Conduit now deals damage based on your current difficulty level or Greater Rift tier
- Conduit now deals reduced damage to bosses and Rift Guardians
Patch 2.4.0 (Season 5)
- Reduced the number of enemies that can be hit by each damage pulse
- Duration increased from 30 to 60 seconds
- Now also grants 30% attack speed
Also, pylons were a big mystery for many many players until Wudijo published this video. Lots of stuff covered in this guide will be "obvious" to players who have watched this video, and he deserves all the credit there is. This guide is meant to re-iterate on this and expand it where I see some potential for elaboration, and also offers a text guide (because that's what I do). Maybe he or someone else will put this incoming wall of text into a nice little video ;-)
There are five pylons currently in the game. For each of them, I'll detail their effects and add some notes on when to use them (and when not to); much of this is common knowledge, but maybe some of you will find some new info you didn't know before.
- Duration: 30 seconds
- The cooldown reduction granted is 75%
- For the duration of Channeling, your spells do not have any cost associated ("free casting"). Exceptions: skills that drain all resource as a means to increase damage (e.g., Boulder Toss, Arcane Meteor).
The use of this pylon varies a lot depending on your build. For Energy Twister solo runs in S5 this was by far the best pylon, as it allowed for maximum Twister stacks even on a single target boss. Those single targets might've taken 5 minutes to kill without Channeling and 20 seconds with it - that's how powerful it was! For a build that is not capped by resource nor cooldown reduction, it has very little usefulness. In that case, think about what other benefits you can get - for example, a LoN DH might be able to spam Smoke Screen which makes it possible to pull very aggressively, or if you use a movement ability (Dashing Strike, Teleport, and so on) you can use the Channeling to quickly skip a "bad map". For a LoN Bombardment Crusader, who deals the main damage during the physical CoE cycle, the biggest benefit is to stack up Stricken, as the additional Bombardments will deal less damage - make sure to not "waste" a CoE cycle by spamming Bombardment and have it on cooldown when physical comes back up.
- Duration: 30 seconds
- The damage does not depend on player's weapon damage, but scales with GR level.
- The lightning strikes switch between targets and attack the same target less frequently, but it has only a limited number of strikes.
- On average, it seems like there are approximately 5-10 Conduit lightning strikes per second (very roughly from a video analysis).
- UPDATE: No buffs/debuffs/player damage affects the Conduit damage. The damage of every lightning strike is 610248.7×(Min:0.4 - Max:0.5)×GR Life Multiplier (source).
A Conduit Pylon can be very powerful when used correctly, but it can also be wasted if used without proper preparation. The player/group should know beforehand what mobs are easy to kill and try to use the Conduit in a situation in which the used build/group composition might struggle. For example, in the S5 group meta (Energy Twisters) trash will die relatively fast, and elites will be killed faster as long as they are surrounded by trash to proc area damage. Once all that trash is dead, killing elites will take a long time. A Conduit Pylon does the opposite: killing lots of trash will take a lot of time, since the beams will cycle through all the trash. Therefore, the Conduit should be used to "finish off" elites and champions, but not before most of the trash is dead.
The opposite is true for single-target builds, such as certain WD specs or the potentially powerful Season 6 Frenzy/Thorns barb. Single elites will melt easily, but large groups of white mobs will take too long to kill. Here, the yellow elites should be killed off, and Conduit can be used to clear a dense room of high progress white mobs.
In any case, oftentimes a little bit of strategic thinking is a good idea before taking Conduit. In a solo game, hit ESC and think a second or two of what to do next ("should I go back and finish the two elites I left on the last floor?"). In a group game, communicate (if possible) before taking it, also to make sure everyone pays particular attention to staying alive and everyone has their cheat death proc available. Pairing Conduit and Shield is a good idea for that reason! Interestingly, a Conduit Pylon is actually the most useless pylon in one very specific instance: for the rift guardian when in a group with an Energy Twister wizard. The Conduit effect will kill the adds spawned by Nemesis Bracers, which are crucial to have in this particular setup.
- Duration: 30 seconds
- Increases damage by 400% (which means you deal five times as much damage)
Power Pylon is usually best kept for the Rift Guardian. "Why", you might ask? Well, it gives you nothing but a very big damage boost, so you want to make sure that for the entire 30 seconds of the duration you can deal damage and not waste any time or resource during the duration of that pylon. Also, as for any pylon you don't want to die; if you want to maximize the Power Pylon on a bunch of elite packs, you might pull too much and get killed by 10+ deadly elite affixes. Overall, if you're relatively close to spawning the rift guardian (e.g., over 80% progress) you might consider keeping it. More on "how to keep pylons" in section 3.
- Duration: 60 seconds
- Grants immunity to all incoming damage and control impairing effects (note: the Wormhole affix is not covered by that, same as for barbarian's Ignore Pain and other CC immunitizations).
- A portion of incoming damage is reflected - this applies to monster's hits, not elite affixes. Running through plague pools will not damage the elite.
This pylon is best paired with other pylons, as it allows you to be absolutely ruthless when killing enemies while under the effect of a damage-increasing pylon such as Conduit or Power. If you are not in desperate need for this pylon, it might be a good choice to save it (e.g., until your cheat death procs). Also note a few small drawbacks about this pylon: First, in very large pulls with insane density it can cause lag. So especially on hardcore this pylon can in extreme edge cases become lethal! If your game has shown signs of lags before, be careful here (not so much an issue recently). Second, this pylon prevents a wizard from getting any Illusionist procs (as you don't take damage at all). In a cave map this might mean that you might be blocked quite often if you rely on Teleport and have no Illusory Boots. Third, when running Shi Mizu (e.g., on a LoN DH) and you take a shield pylon, taking any health globe, using a potion, or gaining a paragon means that you won't get the Shi Mizu debuff until the pylon runs out, essentially making your damage abysmal. Maybe you can make it without...?
- Duration: 60 seconds
- Increases movement speed by 100%
- Increases attack speed by 30%
- You gain an effect similar to Illusory Boots, being able to go through enemies and walls spawned by the Waller affix; in addition to that, you knock enemies up in the air while running through them.
Many people forget about the attack speed portion of this pylon - so ask yourself if your build benefits from it and whether you want to use the pylon because of the movement speed buff (to skip a large portion of a rift) or because of the attack speed (e.g., to have more procs on a rift guardian and/or stack up Stricken faster). Also, if you are pushing GR records and you decided to keep a few pylons, a Speed Pylon can be very helpful to quickly go to all the other pylons and have several effects combined.
Okay, now to the meat - pylon spawn mechanics.
- In every Greater Rift, you get 2-4 pylons that spawn based on progress percentage.
- The percentage at which those spawn are not fixed but random (e.g., you could have a super odd distribution of no pylons until 80%, then one at 88% and one at 96%). Highly unlikely, but possible.
- No pylon can spawn twice; if you had a Conduit once, you can't get it again, but you can get any other pylon that you haven't seen yet.
- There is a small chance for a progress-unrelated pylon, spawning before any mob is killed.
- Every map has fixed pylon spawn points - you should memorize them whenever you see a pylon. Some maps have more spawn points (e.g., Aranae's Spider Cave) and some have very few (e.g., Repository of Bones/Plague Tunnels). Here's an example of a Spider Cave with spawn points, some discovered and some undiscovered, and two spawned pylons.
- Once the rift guardian has appeared, no pylon will spawn anymore (i.e., stop scouting as soon as the RG has arrived). A small caveat: sometimes pylon spawns at the edge of the "fog of war", so you might scout just half a screen in each direction to be sure (example here).
- You can lose a pylon spawn if you don't discover spots. This was done to prevent the early Seasons' exploit of discovering an entire map, killing 90% progress, and then get multiple pylons next to each other.
- If you have been granted a pylon spawn (based on your progression), the pylon will appear on the next spot. Before killing any more mobs there is no point in uncovering any other pylon spawn points!
In your mind, you should picture the pylon spawn mechanics as follows: you have an internal "pylon charge". With every mob you kill and every percent of progress in a GR, there is a chance that this charge gets activated. At this point, if you go to any pylon spawn point, the game will use the charge and award you with a random pylon. The charge "decays" after a certain amount of percentage (it cannot be stored indefinitely).
Now, we talked about keeping pylons earlier. As previously mentioned, sometimes a pylon has the biggest effect on a Rift Guardian, or is even required for you to be able to clear a certain rift. In that case, you might decide to keep a pylon (especially Power or Channeling) for that. If a pylon spawns close to the entrance of the first level, you should leave some mobs behind; once you get to 90% or more you port back to town, go back to level 1, kill the remaining mobs and spawn the RG. Don't kill too much stuff on the first level - if you only have mobs for 1-2% progress left you need to get to exactly 99% before porting back, which can be difficult! Also, if you can, leave other pylon spawn points on this area undiscovered; it increases the chance to get an additional pylon next to the Power Pylon here at 90%+ when you come back. Remember: A Power Pylon can shorten the Rift Guardian fight by up to 2 minutes (best case), so if going back takes you 30 seconds or even one minute it might still pay off. You can see a great example of pylon spawn awareness and usage, especially for the RG, in Blatty's GR98 video: https://www.youtube.com/watch?v=MpOzddfc5Ag
As an example, here's a spider cave map of a rift that I did recently: http://i.imgur.com/ZJB8zhL.png
I went to the first area and found a pylon. If you want to save that pylon for later, you should try to find the "exit" and not discover all the corners, as every corner in those spider caves can have a pylon spawn point. If you find the way that continues the rift, make some progress, and come back later, you have a chance of getting another pylon here. That's what happened in my case - I cleared all the top parts of the map and found the exit, but instead of going to the next level, went back to the bottom right corner and found a pylon right before spawning the RG. Potentially triple pylon! It's not as easy on every map, but by playing more and paying attention to pylon spawn points you'll learn them over time. They're the same in GRs and Nephalem Rifts, so also pay attention to where pylons appear in your Torment rifts.
So... after we've covered all the basics and groundwork, how do we actually use this knowledge in Greater Rifts?
- You get 2-4 pylons based on random percentages of progression in a GR; no pylon twice.
- After making some progress (e.g., every 5 or 10 percent) check for a pylon spawn check exactly one (and only one) pylon spawn point.
- Don't take pylons too quickly but try to maximize their effect (top groups oftentimes try to pull 4-5 elite/champion packs to a Conduit Pylon).
- If your build struggles to kill elites, make sure to kill as much trash as possible *before* taking a Conduit Pylon.
- In a group, have one person as a dedicated pylon "scouter", and optimally let him wear Nemesis Bracers (if you want yellow elite packs).
- When you're close to spawning the rift guardian, think about saving pylons. Depending on your build, some pylons are much more useful for the RG fight than in the rift (exception: Conduit Pylon which is basically always more useful prior to the RG).
- Leave some mobs behind (about 5% progression if possible) when you find a Power Pylon close to the entrance; you can port back at 95%, enter the rift at the stone next to Orek, kill the trash, and spawn the RG next to the Power Pylon on level 1.
- Don't discover too many pylon spawn points at once - it limits the amount of spawn points you can check after you've killed some mobs (especially on Spider Cave maps).
- Quickly discover pylon spawn points on a map where you don't want to spawn a pylon (especially: Hell Rift, check the top before killing mobs).
Anything else anyone can think of? Leave a comment!
- Obviously, a huge thank you to Wudijo for his guide - most of what I know of pylons I learned from his video.
- Minon brought up a good point of explaining the pylon spawn points a bit more, so you got a Paint picture in return
- Thanks to Nomadante from Reddit who pointed out the Shi Mizu interaction as well as the strange out-of-screen spawn in Dunkelvieh's video.
- lolz4 pointed out that wizards' Arcane Meteor might still consume your AP when under the effect of a Channeling Pylon.
- A great thanks to zbyxzh on Reddit for finding out that nothing (not even elite damage) affects Conduit, contrary to what was assumed before, and for even figuring out the exact numbers!
Apr 16, 2016Posted in: Diablo III General Discussion
As I wrote here, I don't think we've seen the end yet. I can't imagine that Blizzard lets Firebird go live like this - it would be disastrous since it's the #1 lag-creating spec currently in the game (due to it being focused on dots). Also, Wyatt already said on Twitter that they'll continue to tweak the numbers. Hopefully with the season now having come to an end, more high-end players will soon test on high levels.
Those videos are all nice and fine - I saw them as well, but GR100 is not really the end-game meta-defining level we're looking at. I wouldn't be surprised if other DPS classes could get there as well, it's just that almost no one has actually tried something else since the FB wizard has been discovered.
If nothing changes, it's gonna be wiz+DH+WD and fourth either monk or barb (I personally believe that barb is a bit stronger than monk, but just my opinion). But I do hope it changes, and I can't believe it will stay like this. Note that there's also a good chance we won't see the meta; the top EU and NA players oftentimes keep it secret, so your only hope is that the Asian top players will focus more on PTR, as they don't care that much about secrecy. Oh and let's not rule out the possibility that Blizzard does some last-minute changes on live, as they've done for S3 and S5.
Apr 9, 2016Posted in: Demon Hunter: The Dreadlands
Hey there, demon hunter friends, I have been working on some content for Season 6 and wanted to share a bit with you all about the builds for next patch, I will be updating all my dfans text guides for 2.4.1 and will compile them into one thread for reference like last season (click here to see), but as a lot of people prolly know the DH builds are all basically the same so I will not being doing full video guides on all the same setups. There are only a couple builds I didn't have time last season to make videos on the 'LoN FoK GR' (legacy of nightmares fan of knives greater rifting) build and 'ZDH' (zero dps demon hunter) build. Since it seems the LoN FoK GR build will be the top solo push build and the ZDH will have a proper spot in group mostly thanks to the multiplicative wolf change, I will be making videos on these two setups soon.
Those two builds are more mid-late season progression setups, for now I just wanted to quickly share the build I will use at the start of season 6 with a short walkthrough of the early season journey for newer players.
short description: early season build, torment speed farm, easy to gear, easy to play, very fast rift clears
My build's foundations are all optimized for solo intermediate players, for beginner, advanced, and group variations please read the text descriptions! If you find these helpful do not forget to give them an upvote, please and thank you! My guides will continue to be polished, updated, and current. If you have any questions or suggestions please let me know! you can contact me either here on dfans or on my Live Stream
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