I think they should have let you have guaranteed loot from the first time you kill a boss in Nightmare/Hell/Inferno, since that helps you gear up like you did through Normal mode. It's a bit of a shame that they didn't.
I do wonder if you skip Normal mode bosses, if they'll guarantee-drop rares in the harder difficulties, though. Imagine a character that skips all the bosses through to Inferno mode, gets full Nephalem Valor and a full set of Magic Find gear, and then manages to kill the Skeleton King on Inferno for the "first time" - how much loot would that give? Haha.
- 5/22/2012 10:45:26 AM Posted in: Theorycrafting and Analysis
5/22/2012 10:35:41 AM
Posted in: Theorycrafting and AnalysisQuote from PsyBombConsidering how long and hard the farming is going to be for this, the gold cost is almost negligible. Just getting that many gems and (groan) ToS is going to keep you occupied WAY longer than the gold sink, unless you're raiding the AH for gems. More than a thousand apiece means that even the most dedicated player is going to take a couple of months to generate even one of these beauties. Which to make first, though?
... what is scaring me is that, in about a year or so, anyone with one of these who is looking to start a new character is going to be actively hunting for socketed gear above ANYTHING else, especially helmets. The useless crap of today is going to be the expensive AH-topping drops of tomorrow
You don't have to farm them; you can just buy the gems and tomes on the Auction House.
Since any gems you *do* find would have sold for the same price you would have bought them for, you effectively "buy" any gems you find yourself, anyway, since there's the opportunity cost of simply selling them instead. Mind you, you do save on the 15% cut by using them yourself instead of selling them so it would be a smidge cheaper to farm them instead of buying them - but you could sell one color of gem to produce the gold required for another, and you'll be needing to make gold somehow anyway since you'll have to pay the crafting fees.
5/22/2012 10:32:27 AM
Posted in: Theorycrafting and AnalysisQuote from SartukkQuote from DanielmartinsenWell, You could try skip all the bosses in normal, and just jump straight to act 4.
Farm the levels, without killing act bosses, and then try kill them in nightmare and have a look.
I havn't tested it myself but would be funny to know if its doable
You can't progress past an act without first killing the act boss.
Actually, my friend is on Act IV without having killed the Act III boss.
Perhaps he joined the game of someone who was finished with the act and just had the "Move to the next act" quest active?
It seems like it would be possible to skip every boss except for the final boss, and even then perhaps you can join after the boss has been slain but before the final quest is completed in order to move to the harder difficulties.
5/14/2012 4:29:28 AM
My question:Posted in: Demon Hunter: The Dreadlands
Custom Engineering - The duration of your Caltrops, Marked for Death, Spike Trap, and Sentry is increased by 100%.
What does this passive even do for Spike Trap? The only duration listed in the ability is the arm time, with the exception of the Sticky Trap rune that gives the target a 30 second debuff instead of setting a trap.
Does Custom Engineering just uselessly increase the duration the trap can remain on the ground before fizzling? (And if so, does it also do this effect for Caltrops? I would be under the impression that it would increase the active time on Caltrops after they're triggered)
Seems a bit silly to even bother including Spike Trap in the Custom Engineering passive...
2/28/2012 3:31:05 AM
The Healer MonkPosted in: Diablo III General Discussion
- Instant heal (15 second cooldown) that heals a tremendous amount (extra heal to yourself due to Spirit usage) and increases ally damage dealt
- Passive healing Mantra that can be boosted temporarily (healing you instantly due to Spirit usage)
- Area heal over time (30 second cooldown) that heals a lot (extra heal to yourself due to Spirit usage) and prevents enemies from entering the area
- Immunity shield for all allies (45 second cooldown) that prevents crowd control as well
- Area blind (15 second cooldown). Optionally replace this with Mantra of Evasion for a more constant mitigation effect for your allies.
- Primary attack lowers enemy attack speed 20% and damage by 20%, plus lowering it by an additional 25% damage. That leaves enemies at less than 50% of original effectiveness.
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