- Kickin_It
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Member for 14 years, 2 months, and 9 days
Last active Tue, Nov, 21 2017 23:11:34
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Feb 7, 2010Kickin_It posted a message on Community ProjectsPosted in: NewsQuote from "Seth" »Added~
Thanks
You're the best!:D -
Feb 7, 2010Kickin_It posted a message on Community ProjectsPosted in: NewsQuote from "Seth" »You should write a summary of it to advertise it.
Mmmk.^_^
As a hypothetical backstory for Diablo 3's male Wizard, Redemption of the Vizjerei follows our hero-to-be as he begrudgingly embarks on a journey with a mysterious old man to confront his personal demons in the lands of his childhood and forestall the return of the Burning Hells to Sanctuary. Excerpt:
He lowered his hand from his face and ran it tenderly across the scarred and pitted surface of the old table. “This could be your chance for redemption, son. For setting right the ill deeds you have committed.” So he did know. But how? I slowly lifted my head and peered once more into his glimmering eyes. My lips parted to speak, but again he raised his faintly trembling hand and I was struck dumb. “There is more to your fate than even you know. This journey – if you like to think of it as such – is not one of adventure. Rather, it is one of erudition and deliverance. Your personal salvation, as well as that of the entire mortal realm of Sanctuary, rests in your hands...” -
Feb 7, 2010Kickin_It posted a message on Community Projects[Shameless Self-Promotion]Redemption of the Vizjerei highest rating for January![/Shameless Self-Promotion]Posted in: News
Sure, it's only based off one critique, but that just means we need more people to join the DFWG!:thumbsup: - To post a comment, please login or register a new account.
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Damn patch 14.
Guess my melee DH will be using Grenades as a generator then, eh? At any rate, I'll remove the Hatred cost option from the poll; everything else is still relevant though!
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I find the fact that whirly blade damage-per-second kind of trap, but from what we've seen of the skill recently, it just blows up after the short arming time is up and an enemy approaches. It doesn't really have a duration to increase. There's a whole lot of ways Custom Engineering could still affect Spike Trap; what would you like to see? What do you think we'll actually see?
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Yes to questions 1 and 2 and the health potion question.
As to question 3, Inner Storm generates 3 Spirit per second when the SW buff is at max stack. It doesn't actually have anything to do with how often you hit with your other generators, so it's not as simple to say you'll get 9 Spirit from your generators instead of 6. But...the spirit of your assumption is correct in that you'll generate more Spirit more quickly with the Inner Storm buff.
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There's an album with them on our Facebook page as well.
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Based on the description and the nature of the skill, I kind of assume it has nothing to do with weapon speed and will damage enemies any time you pass through them while channeling the spell. With this assumption in mind, I came up with this build that essentially aims for maximum possible movement speed so you can run through things more often: http://us.battle.net...UdZk!bYc!ZZabab
Assuming all buffs (Blazing Fists/WotFS) are active, we're looking at 80% increased movement speed while channeling TR (assuming movement buffs are additive). Air Ally and Chant of Resonance are there to provide extra Spirit for channeling TR (though Air Ally was a hell of a lot better before Patch 13 too) and Transcendence provides some nice healing while channeling. I don't know if the 5% on Wind Through the Reeds is really worth it; there might be a better rune and/or mantra choice there, but I've included it for the sake of the build's "theme."
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I think Rune Points are a good solution to this issue: it allows players to get the runes they want/need to make their build as soon as possible. I don't feel like having restrictions to which runes you can choose, like the OP suggested (only 1 per skill?) is really necessary, but there could be trouble with learning curves and new players wasting their rune points. Therefore, maybe the system could remain how it is in "tutorial" mode and rune points would only be available if the player chose to play in Elective mode? It's also a great compromise for the players who miss getting to do something/put a point somewhere when they level without being a stifling system.
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You're missing the point...what's better? Casting that one 120% skill 3 times (360%) or casting Haunt once and then that 120% twice (309% + 240% = 549% over the same duration). The choice is clear, especilly considering the fact that Haunt, in all likelihood, costs less mana than that 120% skill.
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Official Blizzard Quote:
One good reason why it's not a feature we like the idea of is that it adds a new type of play complexity that we don't want to layer on top of those that we already have. We're creating the game, the skills, the movement speed, kill rates, skill runes, and all other combat related mechanics and features to fit as tightly together as possible. Throwing in weapon swapping forces that tightening/balancing to take it into account. Only thing is that it's not a clear cut feature. You either know how to game it - or you don't. So it creates a separation of players that isn't based on use of the character and skills but doing this weird little trick and swapping back and forth between weapons at specific times. It becomes a necessity to remain effective or as a strong opponent, and we believe the combat has enough going for it that it doesn't need difficult to explain and understand features like weapon swapping.
I know this is probably the wrong audience to try to make that argument to, because most of you are on the winning end. But trust us that there will be plenty of separation between you and the noobs to show how awesome you are without weapon swapping.
You also have the issues of it just being used for storage, which feels super cheesy. Or as a means to game MF by swapping in weapons to get 0mgz uber dropz.
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http://us.battle.net/d3/en/item/runestone/
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@Fice, I like your build, the only issue I see is that the Sweeping Wind Vortex buff only lasts 5 seconds and is only applied on the 3rd strike, so it doesn't seem like it will be easy (or even possible?) to keep it fully stacked while also taking advantage of Tempest Rush. With that in mind, I've replaced it with Indigo Exploding Palm - imagine throwing out 5 bleeds and then Tempest Rush to chain all the explosions!
I've also replaced the Mantra with Retribution, if only for the sake of conversation. If you're TR'ing through a big pack of monsters, it seems reasonable to assume that they're going to be hitting you multiple times per second, which would make the Golden Rune there much more efficient for gaining Spirit compared to Healing's flat rate per second. On the flip side, of course, it reduces your survivability and is only effective "in combat."
I've also added Blinding Flash and Breath of Heaven as more of utility skills runed to increase damage. One of them could - and probably should - be replaced with a good skill for single-target damage (probably either WotHF or Lashing Tail Kick). Blinding Flash doesn't necessarily play well with Mantra of Retribution since the idea is to get hit, though it's probably better than Breath of Heaven if you go with Mantra of Healing.
Thoughts?
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I like the spirit of the build, but I think there's room for a few improvements here:
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http://us.battle.net/d3/en/calculator/demon-hunter#fhgWYk!dfc!YbZaab
A few notes:
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http://www.diablofans.com/topic/28704-zombie-dog-explosion-combo/