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    posted a message on How long until Blizzard fixes people "cheesing" normal mode?
    Quote from Finder

    So no one can refute my previous point about how others play directly affects everyone else.
    So you can't refute my previous argument about how your entire premise is a fallacy?
    Posted in: Diablo III General Discussion
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    posted a message on Fury generating problems
    Aww, that sucks. =( I didn't even realize they existed 'til I got them at, like, level 40-something on my HC Barb. XD I have not been able to make myself take them off for long, they improve fury generation so much!

    EDIT: For clarification, I play HC on normal or whatever's just above normal because /chicken.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Fury generating problems
    Quote from Kshatriya
    Quote from Andead

    You could also replace Overpower with Avalanche - Lahar and use Earthen Might instead of Animosity.
    Looks nice, however overpower>momentum generates fury.
    Avalanche > lahar makes to cd less long

    Just would be nice to be back to endless spinning with my barb :P
    If you're trying to reach back to the "Glory Days" of being able to WW forever, these pants make it much easier. With them and the Templar's resource skill, and WW - Windshear, you actually generate fury from using WW if you're hitting I think it's 3 targets. Even when hitting only 1 target, you can spin for a long time on a full bar of fury.

    Not to mention those pants are pretty much a direct +25% damage to WW, since you have to be moving to WW.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on How long until Blizzard fixes people "cheesing" normal mode?
    Quote from Finder

    OK, time to debunk this common lie. How everyone plays this game affects everyone else who plays it. Take for example Perma-Archon/Berserker builds, the few people who were really abusing those mechanics affected everyone when those abilities were nerfed and the ability to extend them was pretty much completely removed. What are those of us playing the way it is intended suppposed to do when they start making balance changes based around people having full sets of legendaries from cheesing through normal? So seriously, stop with the "it doesn't affect you" BS, it's not true. This game is being designed by MMO makers, they will continue to make balance changes for everyone based on the few. Most of you have probably played MMOs, can you really say you haven't been nerfed because of someone else exploiting? I'm assuming you weren't the one exploiting...and honestly with this crowd, I'm not sure that's a good assumption.
    Your example is more along the lines of players exploiting a bug (I'm not saying "Perma-WotB was exploiting, ban ban ban!"). It was an unintended method of play (EDIT: we can infer this because it was fixed). The runes were probably designed with 'average' stats in mind, not considering astronomical crit-stacking etc, and likely under-tested.

    People playing on unchallenging difficulties is obviously (obviously) intended. You yourself say they're MMO-makers. That MMO itself has no lock on backwards progression! By which I mean if I'm in iLevel 600 gear, it doesn't stop me from going back to Mogu-Shan vaults and utterly wrecking face, or soloing level 90 heroics, or previous expansion content. Furthermore, if it was intended that you always be pressing forward on the difficulty curve, you would never have been able to go back from nightmare to normal in the first place! If they did not intend for players to be able to ROFL-stomp old content, it is trivial to make it impossible to turn down the difficulty.

    Provided that, it is also trivial to adjust the drop rate for uniques on lower difficulties, but they didn't do that either! They have to know full well, with all the experience from Diablo 2 (observing its history if not hands-on development work), and pre 2.0 Diablo 3 that many players strive to find the most efficient path of conquest, and if they're not going to close off unchallenging content, then if they want players to be 'forced' for efficiency into content that challenges them, then they have to adjust the item drop rates appropriately. They did not. Ergo, your entire premise is a fallacy; it is logically inferrable that this is, in fact, an intended method of play.
    Posted in: Diablo III General Discussion
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    posted a message on List of percentages of re-enchanting a certain affix in N tries.
    I find it curious you list anything other than the 1-affix column as having a probability of 100%, for this is surly never the case. It may be very very very *VERY* close to 100%, but should never actually quite /be/ 100%.
    Posted in: Diablo III General Discussion
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    posted a message on How long until Blizzard fixes people "cheesing" normal mode?
    Quote from Finder

    I mean it's just so ridiculously pathetic...and the kiddies don't even understand why it's pathetic. That really is the saddest part...they don't see anything wrong with just facerolling easy content for shinnies...

    Edit: Blizzard really does need to actually make a real risk vs. reward system and stop taking shortcuts.

    Items need to actually be tiered through all difficulty levels, not just a jump at T1.
    Why does what other people do, which doesn't at all impact you (and if so, then not negatively), give you such consternation? Let people play their way, and you play yours.

    I personally enjoy a challenge (most of the time, sometimes I do back down the difficulty and face-roll stuff because I'm tired or whatnot), so I try (as before, usually) to play on the hardest difficulty I can manage, but I don't begrudge people who seem to forget that this is a game, not a job (or who simply have different goals in the game than I) playing in a way that is completely not a challenge the "rewards" for playing that way. If their only goal is to get orange stuff, and normal is the best way to do that for them, whatevs, mang. No skin off my nose. I think they're missing the point of a game, that the game itself - the playing - is what should be fun/motivating, not the getting "phat lewts" but different perspectives are different.

    The only time these two philosophies conflict is when in a group together /and/ the "easy-moader" is over-geared and mowing down mobs left right and center, and the one there for challenging gameplay is left feeling completely impotent, but this is not hard to remedy by simply leaving the game and finding a new one.
    Posted in: Diablo III General Discussion
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    posted a message on The Hammer of Dawn
    Quote from Adhal

    Close to what I'm using, but I use smite-reaping as my primary ( health regen is amazing from it,5k a sec) and the last skill I use condemn as its amazing dps with a 15sec CD. All holy so give me 4 attacks that are boosted by holy damage.

    If iI can get the right gear I may even make it more a range build with justice and fires of heaven as my wrath spender. I'mm also reconsidering holy cause because I just recently realized its on 10% weapon damage and hearing the heal is only actually .1%, so gonna play around with it and see what works better.
    *edit* found out on aoe its .1% heal, single target is 1%. Still seems a little lackluster though.
    Maybe I misunderstand tooltips, but 10% of the holy damage on your weapon is still a big part of the damage your weapon (and thus your abilities) deals.

    Take my Battle Consecrator for exmaple.

    2488.7 DPS, 1793 - 2329 damage per swing, 1.21 attacks per second, +1159-1383 Holy Damage.

    That DPS and damage range include the holy damage, so to figure the average amount of holy damage per attack, we figure the average damage per swing, and take the proportion of the two.

    (1793 + 2329)/2 = 2061 Average Total Damage.

    (1159 + 1383)/2 = 1271 Average Holy Damage.

    1271/2061 = .61669093... So the percentage of Holy Damage the weapon deals is about 61.7%, making the Holy Cause about a 6% increase to total damage. This will vary with different weapons, as the high and low values for the Holy damage enchantment change, but I would certainly expect it to only get better on better items.

    The heal is a bit lackluster on its own, yes, but it's a nice perk to a flat damage increase of >5%. It also combines with Wrathful quite nicely, though knowing that it's reduced for AoE abilities (Like Blessed Hammer), along with the pointed out inability of Limitless' spawned hammer to hit the spawning target has me re-thinking Blessed Hammer, but that's kind of vital to the allusion/pun I'm making. =P
    Posted in: Crusader: The Church of Zakarum
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    posted a message on The Hammer of Dawn
    To preface this, I'm not very good at this game, so maybe this build sucks and I'm just too bad to notice, but it seems to work well for me, and it's kind of fun (and rather party-friendly).

    Justice - Pursuit I really don't much like any of the runes for Justice, but Pursuit at least boosts the damage and keeps it as holy.

    Blessed Hammer - Limitless I've not seen many using Limitless; I like it because it practically increases the damage of the skill by 50%.

    Judgement - Resolved For great crit chance, combines with...

    Laws of Valour - Critical For 5 seconds of crazy DPS.

    Heaven's Fury - Ascendancy very strong single and group damage, has a cooldown that lines up perfectly with Judgement (though I still can't quite decide if it is or isn't affected by the crit buff; sometimes it seems to be, sometimes it doesn't seem to)

    The last skill slot is flexible. I'm using Iron Skin - Reflective Skin because it's "broken/op", and it also breaks and makes me immune to CC, but you could use pretty much anything you want. Shield Glare - Divine Verdict would be a nice boost to your Judgement/Heaven's Wrath cooldown cycle.
    Blunt - Obvious choice is obvious.

    Holy Cause - We're doing nothing but holy damage, so every time we strike an enemy (which is a lot with the likes of Heavan's Wrath and Blessed Hammer spam). Also, we're a crusader, a Holy Warrior, we should be using a holy weapon that deals holy damage, right?

    The last two passive slots are also a bit optional. I opted for Wrathful for increased healing, and Heaven's Strength of increased DPS and because my best Holy Weapon is a two-hander.


    (For those wondering, yes, the title is a Gears of War allusion, because Heaven's Wrath really reminds me of "The Hammer")
    Posted in: Crusader: The Church of Zakarum
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    posted a message on So D2, where were these guys at?
    Quote from Pietrak

    I wonder how will Blizzard integrate the Crusaders into the lore.

    When Diablo II Paladins went west, the Crusaders went east... But still, in Diablo II we went east ourselves and did the cleansing by hand, with no Crusaders around. So my guess is that the Crusaders went further east than Kurast.
    Has any one here gotten the crusader lore books in-game? It pretty clearly says they went east from a starting point of Travincal (they're Zakarumites, afterall, and Kurast/Travincal is the cradle of Zakarum).

    So in D2 we went east /to/ Travincal and then took a portal to the fringes of the Burning Hells; the Crusaders went east /from/ Travincal, so it's no surprise we didn't encounter them.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Lightning Barb! Very fun and fast-paced build!
    Quote from leland814

    I never said Frenzy made cleave faster, but I go back and forth all the time depending on what is near me, so I like to keep the speed refreshed before it falls off.
    I made an incorrect inference; my mistake. Clarification is much appreciated.

    EDIT:


    Quote from blckcop »
    in game non of my tool tips say anything about turning over power ect into lightening
    The Killing Spree rune quite clearly states that it makes Overpower deal lightning damage.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Lightning Barb! Very fun and fast-paced build!
    Quote from leland814 »Also, when cleaving, I randomly throw in a Frenzy to make sure my speed buff stays up at 5 stacks.
    I thought about this, but noticed that my cleaves weren't actually any faster; upon closer inspection, the Frenzy ability clearly states that it only affects the attack speed of Frenzy itself.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Calculater Contest is now over...
    1.3% isn't really *that* bad. But considering how many times I hate to run Stratholme to get my Deathcharger's reigns...
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    THE MEAT GRINDER

    http://us.battle.net...UhZX!VUg!aZacZc


    This spec has a very specific goal in mind. It is not any sort of 'all around' build, or a build with which to solo the whole game, or to PvP. This spec is to become an immortal AoE power house.

    Let's take it from the top.



    ACTIVE ABILITIES:

    Cleave (Rupture):
    The obvious base attack choice for an AoE build. Runes are somewhat limited, I don't think the extra fury from Reaping Swing will be that vital, the knock back from Scattering Blast would work counter-productively with the rest of the skill set, the slow from Gathering Storm is an OK CC, but there's better available, so that knocks it down to Rupture and Broad Sweep, and seriously, when you have to choose between almost anything or "Exploding Bodies", you choose "Exploding Bodies."

    Rend (Blood Lust):
    I'd kind of prefer Whirlwind here, but Rend has a very nice life-leach rune. WW has a rune to restore HP, but it depends on crits, and I don't know how high the chance for that will be, and even so, it'll be a *chance*. When we're talking about health restoring, I think it tends to be better to go with a guaranteed return.

    Overpower (Revel):
    Another AoE swing hitting everything. Does more damage than Rend, and has 1% more life-leach with the rune. It doesn't even cost fury!

    Furious Charge (Juggernaut):
    Oh baby. Mobility, awesome graphic, *and* life-regen? Gimme, gimme, gimme. Aside from looking far less impressive, Leap Attack would make a good substitute here. I'd likely use the Toppling Impact rune so that if a clear path of escape was not readily available, I could *make* one.

    Hammer of the Ancients (Smash):
    There are always those pesky champions, or uniques, or just generally tougher creeps, and that's why Hammer is included here and runed specifically to devastate a small number (or single) targets. Rolling Thunder could be an alternative rune choice, but I would probably not use it unless the shock wave hit the primary target, too (but if it did, why even have the Smash Rune?).

    Ground Stomp (Avalanche):
    Press this button when getting clobbered and your life-leach can't quite keep up. Avalanche rune gets some breathing room, to Furious Charge into part of the scattered group and keep on grinding their demon meat.



    PASSIVE SKILLS:

    Tough As Nails:
    You're going to get hit. You're probably going to get hit a *lot*. You are, after all, melee. So 50% more armour can't be a bad thing, stack up some thorns effect armour and let the mobs themselves help you kill them!

    Relentless:
    I'm not sure about this one. I like the idea of an automatic "Ocrap" button, but with all the life-steal, I'm not sure how necessary this would be. Bloodthirst might be a good alternative, in effort to just never fall down to 20% HP. If neither are needed, I'd probably go with Ruthless, because I like big numbers. And Exploding Corpses.

    Brawler:
    An AoE build without this would just be silly. The whole point is to have lots of baddies nearby, so a free 30% damage boost? How can you say no?



    So, while I obviously can't test this and give testament to the worthiness (even if I was in Beta), on paper it seems fantastically durable, possibly even eliminating reliance on health orbs altogether (I hope), and moreover, that it would cut like a razor through jello a swath of carnage through a horde of orcs, or a legion of undead, or, terror of terrors, a legion of hordes of undead orcs!
    Posted in: Diablo III General Discussion
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