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    posted a message on LFG U.S. Dedicated/Compliant people
    I'm in the same boat, I've talked to others about just having a group to clear through that isn't my class, but no one has gotten back to me.

    Agree with your play style, I like to see the content, But I like to move fast.

    Me:

    -22 years old
    -Have skype/Mic Can DL Vent just not on this computer atm.
    - Live in Alberta Can so Mountain Time for me, 1 Hour behind your time no big deal.
    -From launch can play hours on end -- Same as me, out of school until September and took two weeks off work.
    -Was constantly on Diablo 2 HCL, and played WoW from level 60 Vanilla to level 85 hardcore raiding through my teen years. Played Diablo 3 Beta and been following somewhat close to play throughs and know my class for the most part.
    -Demon hunter here, no problem sharing gear with someone who isn't my class.

    What I want in a group:

    Only issue with this is that I have to pick up my game at midnight launch, so I wont be able to play until 12:30 - 1:00 my time. Buuuut I am an hour so figure that one out.

    Message me on the forums here and we'll chat further.
    Posted in: Looking For Group [NA]
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    So let's start off by sharing the link and stating that
    I have not yet played the Beta, so this is based on video's and read ups:

    us.battle.net/d3/en/calculator/demon-hunter#WRVdZU!Teb!cYbaaa
    Now each skill and why I chose it.


    Entangling shot:
    Since the Demon Hunter is ranged, I found that in Diablo 2 as a bowazon, sometimes monsters would cluster **** me and pin me to the ground. I specialized in Hardcore play so this was basically suicide. Keeping your range and attacking from a distance is a key for any range class, and this skill would easily allow you to root any enemies in close proximity.

    Runestone: Indigo runestone; pretty self explanatory. You need range, you can't let monsters get up, more targets, less shots you have to fire. Also 2x targets hit for 100% weapon damage, vs an average 4 targes hit for 100% weapon damage, 400% damage output from one spell.Decent aoe damage spell.

    Impale: 275% single target damage, will be staple for boss fights. Clear the room with entangling shots and multishot, then load your hatred into Impales.

    Runestone: Alabaster Runestone: 75% more damage on Crit hits. Nuff said.

    Multishot: Bread and butter of a Bowazon in Diablo 2. Personal favorite spell. Entangling shot, multishot, dead demons.

    Runestone: This was a toughie. For normal mode i pick Crimson Runestone. More damage, faster deaths, faster leveling.
    NOTE: As difficulties grow harder, physical immune monsters willl become a problem and you will need some arcane, fire, or lightning damage Runes. Depending on how hard or how fast they get hard, will affect the Runestone choice.

    Vault: Mobility Mobility Mobility. Even if it's running around town, or running back to the group. Boss fights that you need to dodge fire. Really can't see how any Demon Hunter will survive any later difficulties without this spell.

    Runestone: Golden Runestone; I chose this Runestone for the simple fact that the Indigo Runestone, which increased the range to 55 yards from 35 yards, didn't seem to pay off as much as a 65% reduced cost. With a spell that only costs 10 Discipline, your second or corresponding vaults will only cost 4-5 Discipline, making moving across one side of the dungeon to the other super easy.

    Strafe: Again, another spell I picked mainly for single target (boss) fights. A good relation between AoE and single target is key in any fights.

    Runestone: Indigo Runestone; Faster attack speed, more damage output, seemed the most logical for any single target fight. Close second would be the homing rockets, (+1 for cool factor)

    Marked For Death: Any group will love you for this skill. It brings utility, and dps to your group as well as a low discipline cost so tossing it out won't be a sink.

    Runestone: Alabaster Runestone; Again this was a tough decision. I chose this mainly because I will be playing the game in a group setting. Extra life leech will allow our meatshields, companions, and myself to live longer. Grim Reaper (30% AoE damage to 20 yards) was a close second.



    Passive Skills:

    Sharpshooter: With the Impale Runestone, as well as your other skills, Crit's help immensly when dealing damage. 3% every second, with a 30% crit basically with a 1.6 attack speed basically means you'll be critting at least once every 3rd or 4th shot. Coupled with Shadow power and Impale? Win Win situation.

    Archery: No matter what you will be using, this skill is a huge increase in buffs. 5% Crit, 10% damage, or 100% crit hit damage. Good passive to couple with Sharpshooter.

    Vengeance: Basically this allows me to move faster through the dungeons, without worrying about feeling starved for resources. Especially since I won't be using two hatred generators.
    Posted in: Diablo III General Discussion
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    posted a message on Hell Difficulty Question
    I haven't played Diablo 2 in a while, but for Insight, the best way for me to find a polearm sockets was to roll them in my cube. Eth is the best ofc, but any 4 socketed polearm will allow you to have decent damage (Even if it's a NM version of it, which it probabl will be until you hit act 4-5 hell). Casters are at a big disadvantage in hell difficulty with all the immune monsters. My sorceress leveling for MF in hell would always run into immunity problems everywhere. The only solution to my problem was to gear my merc better. Especially if he's being a gold sink, go to a earler difficulty and MF a bit. Find some NM or low hell equipment off baal and then try moving up.

    Best of luck :D
    Posted in: Diablo II
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    posted a message on Bow Hunter Build
    I think the concepts behind the build are good and would be a ton of fun to play, but if you think of how fast you move through the game as a bowazon, 30s is a long time. Until you get to maybe Hell and Inferno, possibly a bit of Nightmare, most of the monsters wont be cluttered enough to justify a 30s cd on your main damage attack, with 3 spells being aoe spells. (Multishot, Rain of vengence, and Mark of death.) With Fundamentals 200% damage on your basic attacks outdoes Hungering arrow in damage done (Unless of the chance to pierce in which AoE would probaly be more viable) and generates more hate. Maybe look at a different hate generator for this?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on DH Rocket PvE Build
    Problem with turret builds is that they don't attack anything in specific, just something that's around. Summon necro's were alright but only good if you had a piece of equipment with a teleport ability (like an amulet) or Enigma on boss fights to focus your damage to what you wanted it to. I wouldn't recommend going full turrets, rather having some Bow damage along with Sentries, etc.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on DH Rocket PvE Build
    Kinda curious why you chose to get Tactical advantage with Vault and Shadow power movement speed. That should be more than enough mobility in dungeons, and I don't see a 60% increase for 2 seconds a huge buff into a build where you'll be mainly dropping turrets and running.

    I would prefer to go with Cull of the Weak as long as it applies to your turrets as well, and if it does not, then Vengeance would be a viable option. Archery may be interesting to look at if the 10% buff from bows applies to affect turrets and rockets as well. (I'm assuming it does.)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter PvE Build
    Updated info a bit. Changed out Bola Shot, Strafe, and Brooding.
    A) I'm still in the mindset of Hardcore play, so survivability was #1.
    B ) I feel that with a build something like this, you'll feel starved. May consider Night Stalker for the Crit hits have a chance to restore discipline. Gotta know the proc rate on that though to determine it's worthness.

    You won me over on shadow power. With the 40% move speed buff run doesn't really compare when thinking of generating hatred (Especially if I go for Night Stalker)

    Swapped out Strafe for Impale. with crit damage increases by 75% rune. Again Bola was meant to be a single target. Impale will just do it better. Not sure how starved I will be for hatred though.

    Brooding was swapped out for Sharpshooter. 3% crit every second basically guarentees a crit every 3-4 seconds. Depending on your attack speed. Means that I probably wont be rocking the dual crossbow action and going with a high damage 2 hander.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter PvE Build
    So bola deals quite a low damage, why would you use it for boss fights? Impale would deal much more damage. If you use bola as a spirit generator then ok, but you have 2 of them and I feel 2 generators are bad..

    I only picked it because I believe 2 / 2 / 2 would be needed to generate hatred / discipline. If you only need one you can easily swap out for Impale.

    Then you have multishot and strafe - two AoE skills, I wouldn't select 2 skills which are very similar.
    Strafe is 520% your attack speed with runestone. It means it can attack one target very fast. Other targets if they are around but think of Baal fight, Diablo, Andariel. Almost always you had fights with spawnings around you that needed to die. Single target specifically wouldn't need.

    And brooding passive does not seem to worth it. It's not going to heal you in combat, because you need to not be attacked for 5 seconds, and if you are out of combat just run and take heath globes. There are much better pasives imo.
    Depends on how hard it is to avoid damage. I only played Hardcore in Diablo 2. It wasn't necessarily hard to avoid damage. When you got hit, you got hit hard. This would quicken it, although you are right and you could swap it out for something else.

    As for shadow power? Strafe does the exact same basically.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter PvE Build
    So let's start off by sharing the link and stating that
    I have not yet played the Beta, so this is based on video's and read ups:

    http://us.battle.net/d3/en/calculator/demon-hunter#eZSdUQ!hVb!YaZbYa
    Now each skill and why I chose it.


    Entangling shot:
    Since the Demon Hunter is ranged, I found that in Diablo 2 as a bowazon, sometimes monsters would cluster **** me and pin me to the ground. I specialized in Hardcore play so this was basically suicide. Keeping your range and attacking from a distance is a key for any range class, and this skill would easily allow you to root any enemies in close proximity.

    Runestone: Indigo runestone; pretty self explanatory. You need range, you can't let monsters get up, more targets, less shots you have to fire. Also 2x targets hit for 100% weapon damage, vs an average 4 targes hit for 100% weapon damage, 400% damage output from one spell.Decent aoe damage spell.

    Impale: 275% single target damage, will be staple for boss fights. Clear the room with entangling shots and multishot, then load your hatred into Impales.

    Runestone: Alabaster Runestone: 75% more damage on Crit hits. Nuff said.

    Multishot: Bread and butter of a Bowazon in Diablo 2. Personal favorite spell. Entangling shot, multishot, dead demons.

    Runestone: This was a toughie. For normal mode i pick Crimson Runestone. More damage, faster deaths, faster leveling.
    NOTE: As difficulties grow harder, physical immune monsters willl become a problem and you will need some arcane, fire, or lightning damage Runes. Depending on how hard or how fast they get hard, will affect the Runestone choice.

    Vault: Mobility Mobility Mobility. Even if it's running around town, or running back to the group. Boss fights that you need to dodge fire. Really can't see how any Demon Hunter will survive any later difficulties without this spell.

    Runestone: Golden Runestone; I chose this Runestone for the simple fact that the Indigo Runestone, which increased the range to 55 yards from 35 yards, didn't seem to pay off as much as a 65% reduced cost. With a spell that only costs 10 Discipline, your second or corresponding vaults will only cost 4-5 Discipline, making moving across one side of the dungeon to the other super easy.

    Strafe: Again, another spell I picked mainly for single target (boss) fights. A good relation between AoE and single target is key in any fights.

    Runestone: Indigo Runestone; Faster attack speed, more damage output, seemed the most logical for any single target fight. Close second would be the homing rockets, (+1 for cool factor)

    Marked For Death: Any group will love you for this skill. It brings utility, and dps to your group as well as a low discipline cost so tossing it out won't be a sink.

    Runestone: Alabaster Runestone; Again this was a tough decision. I chose this mainly because I will be playing the game in a group setting. Extra life leech will allow our meatshields, companions, and myself to live longer. Grim Reaper (30% AoE damage to 20 yards) was a close second.



    Passive Skills:

    Sharpshooter: With the Impale Runestone, as well as your other skills, Crit's help immensly when dealing damage. 3% every second, with a 30% crit basically with a 1.6 attack speed basically means you'll be critting at least once every 3rd or 4th shot. Coupled with Shadow power and Impale? Win Win situation.

    Archery: No matter what you will be using, this skill is a huge increase in buffs. 5% Crit, 10% damage, or 100% crit hit damage. Good passive to couple with Sharpshooter.

    Vengeance: Basically this allows me to move faster through the dungeons, without worrying about feeling starved for resources. Especially since I won't be using two hatred generators.

    Comments?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Hungering Arrow question
    I can't see it splitting the targetnd causing a super nova of arrows that would insta gib any cluster of mobs. Think of corpse explosion, but better. Corpse explosion was basically an insta gib of a group of mobs, but required something to use the spell. This just requires you to shoot the mobs. I think it would take too much programming to ensure that the arrows only hit a target once in the splitting effect to not cause a super nova. I assume it would be a once pierce arrow, then the # of arrows (based on runestone) would just act as normal arrows and pierce the target, but not causing an after effect.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Diablo 3 on Consoles, Electrocute Runed, New Game System Info Soon, Diablo 3 Comic
    I really hope this isn't anything like the Sc2 for consoles was. If i remember correctly there was a Diablo for consoles before as well, and the game just didn't feel the same. Would be interesting to see how the gameplay is different from console to P.c. though, and what kind of different aspects it brings to things like Hardcore.
    Posted in: News & Announcements
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