As far as i understand, you level up one blacksmith and jeweler for your account (excluding HC/other regions). You would carry the level through the difficulties like you would acts.
the only thing is i see they start adding other materials youll need to train them. Maybe levels levels 4-7 need a scroll that only spawns in NM and on? Im still at the end of act 3 norm so im just guessing
Im Ben, east coast, USA, and lookin for a group of people to play with on release. Servers go live 3am EST and ill be wakin up and poppin some addy at 2 haha
While i am looking to play nonstop, i want to explore. Knowing that rares/champs have the best drops, i want to find every last one. I want to find all the random events that spawn off the path, but progress through as much as we can without switching games.
If you plan on strait grinding the path to nightmare, Im not the player for you!
If you want to put in hours to enjoying the storyline and THEN grind through nightmare, Im your man!
Looking to play the Doc, Wiz or Barb, whatever the party needs.
I think the old RPG system of do it once, right, or delete and try try again is outdated, and of a small cult fanbase.
You are right. That is probably why nearly nobody wants it back
But why are people always dealing in these dichotomies. Either it is "delete your char and start over" or "hot-swappable" skills, when there are plenty of better options in between.
Youre right, there are definitely some compromises, i do prefer the hotswappable myself, but ive always thought about the length/kills with a skill used.
for instance, you choose meteor, and for every monster killed with it (without being swapped) it adds 1% damage, to an upper limit of course.
Got to admit, I have NO clue how to play cricket so your analogy elludes me, but i see your point. I think the old RPG system of do it once, right, or delete and try try again is outdated, and of a small cult fanbase.
think if in Call of Duty you picked ONE weapon to prestige with, and if you found out it sucked at level 70, you just wasted your time.
Especially in an Action-RPG it makes sense to move toward a hot swappable skillset versus permanent skilltree system.
Heres a short explaination of my arcane wizard build, meant mainly for PVP action. I want to preface by saying all of the skills are arcane damage based, so I dont have to repeat it on every skill.
Left Mouse: Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse: Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1: Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2: Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3: Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4: Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1: Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2: Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3: Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
Heres a short explaination of my arcane wizard build, meant mainly for PVP action. I want to preface by saying all of the skills are arcane damage based, so I dont have to repeat it on every skill.
Left Mouse: Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse: Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1: Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2: Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3: Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4: Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1: Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2: Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3: Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
thanks for that info, but I was actually asking about attacks per second. I plan on making a frenzy barb trying to figure how much fury per second I can generate using two seasons with 1.3 attacks per seond, and a buff of 120% attack speed
Im wondering the advantage to dual wielding vs 1handed. using a 1 hand for 1.3 APS is pretty obvious, but it cant remain at 1.3 APS while dual wielding 2x 1handed weaps both at 1.3 APS.
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the only thing is i see they start adding other materials youll need to train them. Maybe levels levels 4-7 need a scroll that only spawns in NM and on? Im still at the end of act 3 norm so im just guessing
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Im def going with the Doc, was my favorite from the beta and with a melee buffer up front ill be raining hell from the back.
see ya guys tonight
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*bjive#1351
also, if 8590 is your birthday, mines 8589 haha
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Im Ben, east coast, USA, and lookin for a group of people to play with on release. Servers go live 3am EST and ill be wakin up and poppin some addy at 2 haha
While i am looking to play nonstop, i want to explore. Knowing that rares/champs have the best drops, i want to find every last one. I want to find all the random events that spawn off the path, but progress through as much as we can without switching games.
If you plan on strait grinding the path to nightmare, Im not the player for you!
If you want to put in hours to enjoying the storyline and THEN grind through nightmare, Im your man!
Looking to play the Doc, Wiz or Barb, whatever the party needs.
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Youre right, there are definitely some compromises, i do prefer the hotswappable myself, but ive always thought about the length/kills with a skill used.
for instance, you choose meteor, and for every monster killed with it (without being swapped) it adds 1% damage, to an upper limit of course.
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think if in Call of Duty you picked ONE weapon to prestige with, and if you found out it sucked at level 70, you just wasted your time.
Especially in an Action-RPG it makes sense to move toward a hot swappable skillset versus permanent skilltree system.
0
Left Mouse:
Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse:
Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1:
Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2:
Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3:
Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4:
Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1:
Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2:
Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3:
Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
Thats my build!
http://us.battle.net...ZilO!ZTc!caYaYb
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Left Mouse:
Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse:
Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1:
Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2:
Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3:
Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4:
Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1:
Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2:
Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3:
Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
Thats my build!
Thanks guys, good luck to everyone posting
http://us.battle.net/d3/en/calculator/wizard#aVZilO!ZTc!caYaYb
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ill be in channel d2fans waiting/checking forums
*bgszach
USEast NL
will play anywhere for fun
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@hunter: let me know if you figure it out. Also, are you figuring it out playing the beta or is there a data site im missing?
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anyone know?