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  • posted a message on I need some help shaping my Zdps sader

    The toxin gem increases the damage taken by mobs by 10% so it's not for your dps it's for the groups'. Bott slows enemies down for others to gain the % damage bonus from their bott so again, it's not for your dps. And obviously wreath of lightning is purely for movement speed.


    Scouting ahead is good but you must not be always away. You need to be close to the dh so they can get the law buff so it's always scouting and pulling but coming back to the group and staying there in important fights. Also, when scouting you need to be careful because if you encounter an arcane pack they will summon everything and then the wd won't have a place to stand...

    Posted in: Crusader: The Church of Zakarum
  • posted a message on I need some help shaping my Zdps sader

    I'm doing great dude, hope everything is well with you :cheers:


    Usually the dh's go for spitfire turrets to maximize damage - Polar station might simply be a "waste". You go bott to apply the slow on mobs around you (that 15 yard radius is quite big). Technically if the WD goes bott then you probably don't need to, even though it would be better because it's just higher area coverage. Some people might say that this is bullshit and that you wanna go for toxin, wreath and gogok but i don't think that i agree with this.


    I think i learned the hard way that nemesis are bad. We wiped on so many attempts because of messing around with those bracers. We usually tried to pull off double or triple packs with the pylon because single elites just slow you down anyway, but adding a shielding reflect electrified arcane whatever pack can just fuck you up. In an ideal rift you barely have any packs, it's all just filled with white mobs. The 30% from SA is hard to give up on even though the debuff does not always apply for odd, unknown reasons...

    Posted in: Crusader: The Church of Zakarum
  • posted a message on Other class sets

    At this point the only new sets are the Wrath of the wastes (Barbarian), Delsere's Magnum Opus (Wizard), and Unhallowed Essence (Demon hunter). Some of the classic sets like Immortal king, Tal Rasha and Natalya's are also getting a revamp or an overhaul.


    These are the most recently updated ptr patch notes: http://us.battle.net/d3/en/blog/18061643/patch-220-ptr-patch-notes-2-25-2015


    No one knows anything more than what has been disclosed in that post, plus the hotfixes applied recently and of course, hands-on experience on the ptr realm where players discovered some undocumented changes that were not covered in the patch notes.

    Posted in: Diablo III General Discussion
  • posted a message on I need some help shaping my Zdps sader

    Toxin is number one priority as BlackcurseLT mentioned, the 10% party damage buff is just too good to give up on.


    I usually go for BOTT as second because of the slow aura around you. I don't have 3 sockets so i never use gogok but i think it's pretty useless. A more popular alternative in GR lately is wreath of lightning because of the speed buff, it allows you to pull in mobs faster using the steed charge draw and quarter ability. Vigilante belt used to be bis but lately more nad more people are using Krelm's buff belt, again for the speed buff that allows you to pull mobs. I personally don't really like the buff belt because you can get hit quite a lot and it won't be up for so long. In your case, go for vigilante because you lack cdr in other places.


    You don't need to use a gift on your weapon for a zdps crusader so that's one thing BlackcurseLT said that i don't agree with. There's nothing you can gain from a socket on the weapon that would significantly help you on high GR.


    In the helm you obviously go for diamond. In general, your gear is lacking cdr. You can probably manage without the cdr on the amulet but that means that you need perfect cdr on everything else.


    Also, for GR you want a swiftmount with cdr, str, vit.



    I usually use born's chest + shoulders for GR and in trials i use Born's sword + chest and use profane pauldrons for the 6 pickup radius. Also, remember to use shield glare emblazoned shield in trials and divine verdict in GR. Sometimes i totally give up on born's and just use axe of burning sankis in trials. Supposedly it helps with survivability but that's unconfirmed as far as i'm aware.


    And remember the proper usage of your pulling abilities. You pull into the pack with steed, you clump everything together with vaccum. When pulling with steed always stay away from walls and corners as those will usually get the pulled mobs stuck. If you are pulling in a short distance and near obstacles, pull out and then back in (away from the pack first, to clear the mobs from the obstacles, and then go inside the pack for a smooth pull). I should probably make a video of this at some point.



    Take a look at my zdps crus: http://eu.battle.net/d3/en/profile/Jamoose-2376/hero/39016279

    Currently not fully equipped because i swap pieces with the WD sometimes. Notice the perfect rolls of pickup radius on all pieces - This is specifically for running with a 0dog WD in group but it could also work on season with a solanium wd and possibly the hopeful cry law. With the correct gear on, i can get to 20 pickup radius which is really helpful for keeping the dh's hatred up. Btw iirc the only ring that can roll pickup radius is the stolen ring so keep an eye out for those.


    Oh and don't forget strongarm bracers. You need a pair with 30% and only toughness stats (str, vit, all res, whatever).

    Posted in: Crusader: The Church of Zakarum
  • posted a message on |Guide| All Lore-Book Locations

    That's pretty cool dude. Thanks for sharing, i'll make sure to give the other videos a go when you upload them.

    Posted in: Diablo III General Discussion
  • posted a message on Discuss: Blizzcon Elemental Ring! (update: read #29)
    Quote from Jamoose


    They should change it so that when you damage a mob with 1 element, it gives you a bonus for the next skill if its a different element, and from there on to the next element... So you cast a fire skill, next skill you cast will have x% more damage if its not fire so you cast a lightning skill, now the next skill you cast will have x% more dmg if its not fire or lightning. Like that untill you go through all of the possible elements of your class and then reset.


    I gave it a little more thought and i actually think that this is not a bad idea.


    How else would you incetivize multi-element usage? I think we can all agree that the automatic rotation is not something you can keep up with and it feels clunky.


    So to expand on the original idea, the ring would still rotate between elements but only if you actually use the currently specified element. Let's say you are playing a wizard and the rotation starts with fire - You cast meteor shower, the ring's bonus applies to the meteor shower and then changes to cold. Now you cast a ray of frost, after you let go of the channeling, the bonus changes to lightning, you cast wave of force with lightning rune, the bonus changes to arcane, you cast arcane orb obliteration and the bonus goes back to fire.


    That way they could actually encourage people to use multiple damaging skills from different elements. The only problem i see with this is that people culd get 3 fast casting skills and just cast them fast to "reset" the bonus back to their desired element. And if that worked with channeling skills, it would make it even more abuse-able.


    However, if they limit the skills that rotate the elemental bonus to spenders, it might solve the issue. So you wont be able to cast Familiar sparkflint for an example, jsut so you can "skip" the fire damage bonus.


    Any thoughts on how or why this idea is not good or could prove to be problematic?

    Posted in: Diablo III General Discussion
  • posted a message on Very sad news for Wastes Set

    The addition of "Rend now has all rune effects" would be very welcome imo.


    The use of Ground stomp - Foot of the mountain along with the new barb boots that cast avalanche whenever you cast ground stomp (not sure if those made it into patch 2.2), along with the Earthen might passive, could give you 60 fury on every cast. I think that should allow you to completely ignore all other fury generation mechanisms. Eveytime you stomp you cast rend and ww untill your next stomp is up.


    Also, it would be nice if threatning shout would get buffed somehow. It seems that Threatning shout - Falter could be nice for this build. It reduces damage done by enemies by 20% and then their attack speed by 20% also. I think they can add a 5 piece bonus to this set as such:


    (5) Set:

    *Doubles the effectiveness of Threatning shout.


    This means the damage reduction and attack speed reduction go up to 40% each, which could provide us with "fake" toughness that can enable us to survive more without having to add a perma stun to the set (like raekor's perma stun...).


    Basically, there needs to be a method to make sets viable even if they don't provide the player with insane crowd control utilities (mainly speaking about melee builds) and that method needs to be increased toughness or decreased damage done by mobs.


    If they don't add such a thing, this set either remains a crappy T6 alternative, or it might just go for the full dps glass cannon route and might be integrated into high GR groups.

    Posted in: Barbarian: Bastion's Keep
  • posted a message on What build would you like to see? [ideas thread]
    Quote from Gorokgo-next

    Quote from Jamoosego-next

    Change the one rune to all runes on zombie charger, get rid of the poison dmg bonus thing so you won't get limited to one element. Happy?


    Who gives a shit about Helltooth and the fact that it's already using wall of zombie, it's just an example i gave. It could come in the form of a totally new set anyway...


    I don't design games for a living and i don't intend to do so at least not in the near future but that shouldn't stop me or anyone here from bringing up ideas (the purpose of this thread).


    Buffing the damage of wall of zombies acid could be a quick fix but it would require me typing exactly one line which is pretty much all you did in the scope of contributing to this thread - "The whole acid spewing idea is ok, you just have to make sure it does some sort of actual damage.".


    Nobody is stopping you to brainstorm, I just pointed out, that in spite of the work put in writing that post, it's complete shit.

    And I do realize and admit that my contribution to this thread had nothing to do with contributing to it, but rather to point out flaws in the things others said.


    Also, you just said that a good fix for the set would be to buff up the damage, and that would take you a few seconds to type, then you gone to all the trouble of making one that has a lot of ideas, yet none of them good. So what you are ultimately saying is that rather than giving good ideas you prefer the long bad ones, "hey, at least they are long".


    And I can assure you you will never design games with that attitude and lack of vision and creativity!


    What the fuck are you on about? Are you a game designer? Did you post any ideas in this thread? Do you have anything relevant to say? If it's just about my future in game design then you can take it to private messages, stop going off topic on a thread and derailing the topic.



    To ignore this troll properly i'll go ahead and make up a "fix" for Vyr's set.


    -----------------------------


    Assuming that Vyr's shoulders and Vyr's helm are added to the game:


    (2) Set:

    500 Intelligence


    (3) Set:

    500 Vitality


    (4) Set:

    Archon gains the effect of every rune


    (5) Set:

    Disintegrate now stuns enemies for 1 second. This effect can only occur once every 2 seconds (This effect also applies to the Archon beam.


    (6) Set

    Whenever Archon is off cooldown, your alter ego is summoned for battle. All enemies inside your time bubbles recieve 500% more damage from your Disintegrate and Archon based attacks.





    Giving disintegrate a bit of crowd control because it's a chanelling skill and we all know those don't realyl work in solo GR. This stun along with temporal flux might make things more survivable for Wizards when running without support wd / crus. The alter ego idea is to have something interesting going on whenever Archon is off cooldown. Basically what this is, is a decoy or a mirror image of yourself but it actually does significant damage. The increaed damage against enemies inside the slow time bubble will also work on your alter ego's bubble, that way you will still be able to dish out decent dps even when Archon is off cooldown just by chanelling disintegrate on mobs that your alter ego is covering with the slow time bubble.


    Other ideas were giving disintegrate knockback because it's awesome. Also thought about 6p bonus making orbs orbit around you and seek out the nearst mob every x seconds but i think all of that doesn't go well with the fact that you are trying to hit mobs that are inside your slow time yet you don't want to go 100% melee (although that's probably a possibility).

    Posted in: Diablo III General Discussion
  • posted a message on What build would you like to see? [ideas thread]

    Change the one rune to all runes on zombie charger, get rid of the poison dmg bonus thing so you won't get limited to one element. Happy?


    Who gives a shit about Helltooth and the fact that it's already using wall of zombie, it's just an example i gave. It could come in the form of a totally new set anyway...


    I don't design games for a living and i don't intend to do so at least not in the near future but that shouldn't stop me or anyone here from bringing up ideas (the purpose of this thread).


    Buffing the damage of wall of zombies acid could be a quick fix but it would require me typing exactly one line which is pretty much all you did in the scope of contributing to this thread - "The whole acid spewing idea is ok, you just have to make sure it does some sort of actual damage.".

    Posted in: Diablo III General Discussion
  • posted a message on Let's talk about Delsere's Magnum Opus
    Quote from hei baigo-next

    Don't you think a full set + balstions of will + some mm-conflag/mirrorball/hydra build should be at least on par with FB at least? It doesn't look terribly behind


    Yeah i was able to pull off 1.2 billion dps. It's too early to talk numbers but in general it seems ok... There are other builds in the game that are horribly overpowered so it's hard to see a new build as good unless it reaches DH M6 levels of dps... Kinda sucks.

    Quote from BDF2000go-next

    Pretty sure we're gonna get some tal rasha gloves through that item so we can use 2handers without rorg with tal's


    I also think that's the case. They are already purple too... ;)

    Posted in: Wizard: The Ancient Repositories
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