6/1/2012 11:18:29 PM
Why do people insist on finding boring and repetitive methods to level up. The game is so much more enjoyable if you play it normally than constantly leaving/joining a game and killing 10 mobs, repeating a quest, or farming some magic area... I couldn't imagine doing that for 4 hours in a row. The game is just as much about the journey as it is the destination.Posted in: News & Announcements
6/1/2012 11:18:29 PM
Why do people insist on finding boring and repetitive methods to level up. The game is so much more enjoyable if you play it normally than constantly leaving/joining a game and killing 10 mobs, repeating a quest, or farming some magic area... I couldn't imagine doing that for 4 hours in a row. The game is just as much about the journey as it is the destination.Posted in: General Discussion
5/23/2012 10:53:12 PM
Because it's so much fun to run the same thing over and over again instead of just playing the game normally to level/get gold.Posted in: Diablo III General Discussion
5/14/2012 10:49:49 PM
All D1 and D2 cinematics!!! Even if you have played them already, its still a nice refresher if you haven't seen them in awhile. If not, the D2 ones should still make a decent amount of sense for those that never played it.Posted in: Diablo III General Discussion
Diablo 2 + Expansion:
Edit: Also, if you didn't know, you can open up D3 and watch its opening cinematic and then the opening cinematics for each class (about 1-2 minutes long each). Which I assume play after making the specific class.
5/13/2012 2:23:34 AM
What Is Diablo III, Character Profiles ,EU Install Client Update, Jay on Items, Blue Posts, Soundtrackposted a message onApparently, this guy lost a level 1 demon hunter in 27 seconds on hardcore... is it even possible to die that fast? HahPosted in: News & Announcements
5/13/2012 2:23:34 AM
Apparently, this guy lost a level 1 demon hunter in 27 seconds on hardcore... is it even possible to die that fast? HahPosted in: General Discussion
5/12/2012 1:46:52 PM
You say the build is for NM/Hell, but it requires level 59...Posted in: Barbarian: Bastion's Keep
5/12/2012 1:42:45 AM
Funny I just started playing around with the Technic Pack a few weeks ago myself and its pretty awesome. Got a functioning nuclear reactor running and it hasn't melted down (yet!).Posted in: Diablo III General Discussion
I know this was just an intro video, but you should try to think out what your are going to say before you say it, or edit out the parts where you stutter some. It is kind of hard to listen to somebody who isn't sure of what they are saying. Anyways, just trying to give some friendly advice. Good luck with your D3 videos!
5/5/2012 12:22:27 AM
Posted in: Demon Hunter: The DreadlandsQuote from Antirepublicanits still crap imo.
Even if you could get the aim down, you still have to hit moving targets with it. Its like trying to hit a bullseye on a dart board, but its swinging back and forth on a rope.
I simply can't ever see a reason to use this over Elemental Arrow.
While I will agree that if you have a specific target in mind, it would be difficult to hit it, but chakram wasn't made for that. Proper use of chakram involves spamming it to fill the entire room with them. You shouldn't be aiming for a specific target with it, and if there are only a couple of enemies you are better off using a different skill or a hatred generator. All of the other runes aside from the shuriken cloud rune change the path the chakram follows so maybe those would make it easier to aim as well.
Also, elemental arrow requires your targets to be lined up, which isn't always the case. If the enemies are moving around in a ball, I think chakram would hit more targets than elemental arrow would, because it would curve through it, instead of making a straight line. However, I will agree that elemental arrow is much better in long narrow hallways like in the cathedral levels or crypts, but I think chakram has the advantage out in the open. I've considered switching between the two abilities based on the situation since elemental arrow is a pretty beast ability as well.
5/5/2012 12:12:52 AM
Posted in: Demon Hunter: The DreadlandsQuote from UberN00bhttp://us.battle.net...dSYg!aYe!YaZcZY
I like this.
Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.
Chakram/Twin Chakram - This is the theme of your build.
Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.
Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!
Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.
Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?
Tactical Advantage - Now Vault adds yet another boost to mobility.
Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
Archery - This also seems to be one of those staple choices that you just can't go wrong with.
While I was waiting for people to reply, I surprisingly came up with a fairly similar build to this.
Evasive Fire/Shrapnel - I feel like this can cover the same areas as devouring arrow and vault. Dealing slightly more damage and giving slightly more hatred, in addition to automatically vaulting if enemies are too close. Obviously its more difficult to use than vault but that is where practice and positioning come into play.
Chakram/Twin Chakrams - Self explanatory
Caltrops/Torturous Ground - I chose the immobilization rune because while rooted, those enemies will also keep mobs behind them from moving as well. Also the immobilization gives the spike traps enough time to activate.
Shadow Power/Blood Moon - Chosen for essentially the same reasons. I went with the bonus life-steal rune to increase its potency.
Spike Trap/Scatter - I actually planned on this ability being for smaller groups of enemies like champions or bosses, because of its high damage. The basic plan is to drop this and Caltrops in roughly the same place, then spam evasive fire until enemies get close, and as soon as you backflip, pop shadow power. Shortly thereafter, the enemies will run into your spike trap and you get all the lifesteal from 3 traps going off at once, by the time the survivors get through the trap, you should already have a second set of them ready to go.
Preparation/Battle Scars - I chose this as an "oh shit" button to instantly get a lot of health back and to get more discipline to use shadow power/caltrops more often. Your build has 3 abilities that use discipline which I think is a little much considering how much I plan on using caltrops and Shadow Power, so I feel like preparation is a better choice.
Steady Aim - Dps
Brooding - Chosen for some more survivability. This build may seem like it has a lot already with shadow power and preparation/battle scars, but I feel like its better to have too much than not enough when you are starting out with a build, and this could easily be swapped for a dps passive if that turns out to be the case.
Numbing Traps - Since I'm using 2/3 of the abilities this passive affects, I figured why not? As mentioned before this could be swapped for a dps rune if needed.
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