Elemental arrow is pretty good to level with. Multi shot is a lot more useful later with bonuses. Cluster arrow is another option. Also caltrops with the rune that immobilizes helps with the whole having to run too much.
The only suggestion I would support is, that a random legendary drops per 100 paragon levels.
lvl 100 - 1 legendary
lvl 200 - 2 legendaries
lvl 300 - 3 legendaries
and so on, but completely random.
I dunno why no one else has pointed out that this would be an awesome idea. It was my first thought when I read the OP title. Hitting 100 paragon and a random leg drops out with the level up explosion. Not so sure about escalating the amount though. Even just 1 would be cool.
As other have said id up dex, IAS, and probably a good 2h bow.
None have mentioned anything about the build so I'll give a couple suggestions and explanations.
The generator skill in my eyes is more of a preference and playstyle choice than anything and that one looks viable.
Next 3 look fine.
Shadow Power - Gloom is only really going to be effective if you have a decent amount of defensive stats to make use of it. Without them you are just taking away discipline from Smoke Screen.
Marked for Death - If you are set on using it full time, I'd use Mortal Enemy rune.
Grenadier - I see this as only being viable if you are also using Grenades + Tinkerer, with only taking 10 hatred cost off of Cluster Arrow I don't think it is worth it.
Suggestions:
1: (Smallest) Change Shadow Power to Caltrops - Bait the Trap (for burst damage), Hooked Spines or Torturous Ground for general extra CC (Torturous primarily for extremely fast champs, Hooked for all around) Change Grenadier to: Tactical Advantage (mobility), Vengeance (increased initial burst), Cull the Weak (increased damage, great synergy with Caltrops + Entangling Shot), or Night Stalker (With your very high crit chance and Nat's set would basically be constant Smoke Screen when needed).
2: Pick up Evasive Fire - Covering Fire as a new primary and shift Entangling Shot into your other abilities and change the rune to Chain Gang for CC. Also change grenadier to Tactical Advantage if you wish for synergy + survivability or another viable option.
Evasive Fire isn't needed. Act 1 should be a walk in the park. Act 2 at least used to give everyone issues, haven't tried it since.
With the changes to drops in regards to bosses/elites/champions, I'd say you should be okay clearing through the beginning of act 3 up to soul rippers. At least until repair costs are hopefully halved. (overkill)
Just wanted opinions on it. The idea behind it is to primarily do high single target damage in a group for late game. Rapid fire can act as a pseudo aoe while the rest of the group does the major aoe. During boss battles your role would be to avoid mobs and focus on the boss.
A few notes:
Rapid Fire - Web Shot Rune + Cull the Weak (and to a lesser extent steady aim as you will have more time to have distance when enemy is slowed); This is the primary hate draining ability to be spammed when able to.
Hungering Arrow - Devouring Arrow; Shown to be the highest single target rune for the best hate generating ability.
Evasive Fire - Surge; This is for when enemies get too close. Surge rune instead of Displace as the generation of hate would be higher using it twice to match discipline cost + range (if it is even needed more than once). The hate generation is an added bonus.
Shadow Power - Night Bane; Even more hate regeneration for Rapid Fire and also useful for the obvious lifesteal. (Only used when other discipline abilities have no apparent impending need)
Smoke Screen - Displacement; When Evasive Fire isn't enough this will help get to safety.
Marked for Death - Mortal Enemy; Added hate regeneration for Rapid Fire spam again.
Passives: Archery for obvious reasons; Steady Aim + Cull the Weak for synergy with Rapid Fire.
A lot of you reply with the argument that "This was what Blizzard came up with as the most optimum and fun gaming experience".
But why should we let Blizzard spoon feed us into deciding "what's the most fun"? Why should we let Blizzard determine for us how exactly we should play our games?
We should be given the option to have at least 8 players in an online game to preserve that tradition from D2. If some players are against having too much spell effects and pixel mess on the screen, then let them have the option to limit the player vacancy slots in their games. If some players like me wish to have the same 8 men chaotic gameplay from D2, let us have that option too!!!
You do have choices with how many people to play with. Just instead of 1-8 its 1-4.
Blizzard is a company that makes games. They know far more about it than most(if not all) of us. Many good reasons were given in the linked thread above.
Nice spot with the Sapphire. I don't however think it can possibly be final. 3% in a low quality (flawed) gem sounds way overpowered. Maybe they've since ditched life leech as a percentage altogether. BlizzCon 2010 build is more than a year old now.
Well that really depends though on the average health:dmg ratio we will have. If I use the example given before as 10:1(HP/DMG) for D3, then lets say 1000 HP and 100 DMG per hit. That would be giving back 3 HP out of 1000 HP. Who knows though, tough to say until beta.
If you pre-order 3 games or more on the lists, you will have 20$ taken off of each when you check out. So that means if you buy 3 59.99$ games, they will only cost you 39.99$ (+taxes of course). Simple as that.
More like they will cost you 119.97. Increasing the amount you have to spend to get a discount isn't exactly a great deal.
I usually dont write much, but this topic is also important to me. I can say that im in the "equinox camp". IF the inspect feature is to be implemented in Diablo III, let it be every single gamers choice to turn it on or off. No im not the best builder out there, but the principle is: its not your right to see what im wearing or what build I have chosen. Ask if youre interested and you may get a yes....... or no
Oh and im all for an item database.
An on/off switch would be cool actually. Id go for that.
It will almost certainly be either all or none, without the individual option to opt out. It would put those ignorant of the advantages of detailed knowledge of your opponent at an even greater disadvantage.
*EDIT*
On a side note, I wouldn't mind an inspect feature as long as it isn't as in depth as WoW's. Just a regular looking at that person's gear feature. Leave the traits/skills/runes/etc. to mystery.
Just curious, does anyone else wish they had stopped their evolution of the demon hunter concept at half human half demon? That just sounds like a possibly much more interesting character than just another human who kills demons.
Just so you know, I would not ask for 6 if we got 5. I think 6 would be manageable, but I think it would be fine if they kept it at five. The people you described are just people who are never satisfied.
It isn't really like that though. People who want it at 6 are less vocal because its a bigger increase. There is less of a chance of it happening. If it is increased to 5, the people who are happy about it being 5 shut up, but then the people who want it at 6 are more vocal because it is just 1 more of an increase and blizzard already 'caved in' once and raised it to 5.
silly question
I am still having problems with this but I have a question,
after I add game, and submit my system specs for beta, if I get a new computer, can I resubmit my specs?
I plan to get new computer at some point down the road soon, and I don't want them to skip me if my current computer doesn't have enough ram or what have you.
This relates to my problem I am having. I added a few gigs of RAM and decided 'eh, what the hell might as well update.' Well I go to update and get that error. So me being smart I think, 'well maybe it is because my info is already in.' So I delete my existing (off by 2GB RAM) info to attempt to upload it again and get the error. So now I am stuck and hoping to find a solution by July.
It doesn't matter what you think it SHOULD do, it didn't do what they wanted, and it needed to be fixed or cut. They're cutting it for now and working on it for later.
Let's not get carried away. This is Blizzard's attitude, but definitely not the only attitude. Some companies depend on customer feedback, allow it to inform design and feature sets, and try to deliver exactly what their customers want. Other companies, like Blizzard, operate in a darkened room, do what they think is best, and inform customers of what customers should want. I'm not saying one way is better than the other.. I just hope it works out for them this time around.
Actually your tone definately is stating which method you believe to be best. They, as with most gaming companies, do in fact listen to their customers. How would you suggest the best way for them to implement millions of conflicting suggestions for the game in order to make each snowflake feel special? They receive feedback multiple ways and do a pretty good job at using such feedback to produce a game that the majority will like.
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Elemental arrow is pretty good to level with. Multi shot is a lot more useful later with bonuses. Cluster arrow is another option. Also caltrops with the rune that immobilizes helps with the whole having to run too much.
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None have mentioned anything about the build so I'll give a couple suggestions and explanations.
The generator skill in my eyes is more of a preference and playstyle choice than anything and that one looks viable.
Next 3 look fine.
Shadow Power - Gloom is only really going to be effective if you have a decent amount of defensive stats to make use of it. Without them you are just taking away discipline from Smoke Screen.
Marked for Death - If you are set on using it full time, I'd use Mortal Enemy rune.
Grenadier - I see this as only being viable if you are also using Grenades + Tinkerer, with only taking 10 hatred cost off of Cluster Arrow I don't think it is worth it.
Suggestions:
1: (Smallest) Change Shadow Power to Caltrops - Bait the Trap (for burst damage), Hooked Spines or Torturous Ground for general extra CC (Torturous primarily for extremely fast champs, Hooked for all around) Change Grenadier to: Tactical Advantage (mobility), Vengeance (increased initial burst), Cull the Weak (increased damage, great synergy with Caltrops + Entangling Shot), or Night Stalker (With your very high crit chance and Nat's set would basically be constant Smoke Screen when needed).
2: Pick up Evasive Fire - Covering Fire as a new primary and shift Entangling Shot into your other abilities and change the rune to Chain Gang for CC. Also change grenadier to Tactical Advantage if you wish for synergy + survivability or another viable option.
0
With the changes to drops in regards to bosses/elites/champions, I'd say you should be okay clearing through the beginning of act 3 up to soul rippers. At least until repair costs are hopefully halved. (overkill)
0
A few notes:
Rapid Fire - Web Shot Rune + Cull the Weak (and to a lesser extent steady aim as you will have more time to have distance when enemy is slowed); This is the primary hate draining ability to be spammed when able to.
Hungering Arrow - Devouring Arrow; Shown to be the highest single target rune for the best hate generating ability.
Evasive Fire - Surge; This is for when enemies get too close. Surge rune instead of Displace as the generation of hate would be higher using it twice to match discipline cost + range (if it is even needed more than once). The hate generation is an added bonus.
Shadow Power - Night Bane; Even more hate regeneration for Rapid Fire and also useful for the obvious lifesteal. (Only used when other discipline abilities have no apparent impending need)
Smoke Screen - Displacement; When Evasive Fire isn't enough this will help get to safety.
Marked for Death - Mortal Enemy; Added hate regeneration for Rapid Fire spam again.
Passives: Archery for obvious reasons; Steady Aim + Cull the Weak for synergy with Rapid Fire.
http://us.battle.net...fgXj!Yce!YZcaaY
Opinions, suggestions, whatever are welcome.
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Blizzard is a company that makes games. They know far more about it than most(if not all) of us. Many good reasons were given in the linked thread above.
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Well that really depends though on the average health:dmg ratio we will have. If I use the example given before as 10:1(HP/DMG) for D3, then lets say 1000 HP and 100 DMG per hit. That would be giving back 3 HP out of 1000 HP. Who knows though, tough to say until beta.
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*EDIT*
On a side note, I wouldn't mind an inspect feature as long as it isn't as in depth as WoW's. Just a regular looking at that person's gear feature. Leave the traits/skills/runes/etc. to mystery.
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This would be amazing. Probably the last thing to be revealed though. Going to drive myself crazy making builds for each class.
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It isn't really like that though. People who want it at 6 are less vocal because its a bigger increase. There is less of a chance of it happening. If it is increased to 5, the people who are happy about it being 5 shut up, but then the people who want it at 6 are more vocal because it is just 1 more of an increase and blizzard already 'caved in' once and raised it to 5.
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This relates to my problem I am having. I added a few gigs of RAM and decided 'eh, what the hell might as well update.' Well I go to update and get that error. So me being smart I think, 'well maybe it is because my info is already in.' So I delete my existing (off by 2GB RAM) info to attempt to upload it again and get the error. So now I am stuck and hoping to find a solution by July.
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Actually your tone definately is stating which method you believe to be best. They, as with most gaming companies, do in fact listen to their customers. How would you suggest the best way for them to implement millions of conflicting suggestions for the game in order to make each snowflake feel special? They receive feedback multiple ways and do a pretty good job at using such feedback to produce a game that the majority will like.
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http://www.diablofans.com/topic/22158-things-we-know-about-diablo-iii-updated/
That (stickied) thread explains the new stat system pretty well.