12/14/2012 11:37:50 PM
I definitely had balance drop for me three times in a row, then see no evil twice. I gave up looking for leoric's after the 8th hour total. I used max mf, VotA to Oasis using a vaulting/strafe DH. Runs were fast, but the drop rate is terrible. I found one legendary ring, but it was a manald heal...Posted in: Theorycrafting and Analysis
11/14/2012 3:24:33 PM
I can't find similar stuff on the AH at all. Stats in the picture. Cold Res and all res plus the stats makes this a good amulet for Monks, but I don't know what to price it at!Posted in: US Servers Trading
5/25/2012 5:04:44 PM
Posted in: Diablo III General DiscussionQuote from StudMuffin2113I refuse to use RMAH until I see this issue addressed let alone fixed... They get a dollar for everything you post and sometimes it wont get posted? Wtf...
They take $ out of the proceeds. It never costs money to list, even if the auction fails to sell.
5/14/2012 3:19:39 PM
Posted in: Barbarian: Bastion's KeepQuote from XmareMakes sense what youve posted in terms of mf, but what about the rest of your build?
I'll figure it out as I play. The inferno landscape will be hellish. It'll probably be a crit based build to activate hammer's ability more often though.
5/14/2012 2:19:27 PM
I was planning on making a thorns summon/dot doctor, so I don't mind this at all.Posted in: Witch Doctor: The Mbwiru Eikura
5/9/2012 7:31:53 PM
For any farming build with Barbarian I'm taking Hammer of the Ancients - Birthright, and Threatening Shout - Grim Harvest. AFAIK these are the only abilities that do anything like this and could arguably make Barbarians the best at MF/farming because of it.Posted in: Barbarian: Bastion's Keep
5/2/2012 1:37:36 PM
They've already stated that it's a recap week for people who missed any of the previous ones. It lets you get all the class specific banner rewards you may have missed.Posted in: Diablo III General Discussion
4/16/2012 9:37:22 PM
Posted in: Diablo III General DiscussionQuote from axeman87Hey guys and girls, for those playing the Beta or who may know this stuff I'm hoping someone can answer a couple of questions about D3.
I'm furious that D3 is online only. I've learned to accept it, but it seems there may be other issues for me with this system.
- Pausing. Can you pause D3? I read you cant and the closest thing to it is finding somewhere safe (town I presume) and... just standing there, which leads me to my next point.
- Autokick. Will you get kicked from inactivity? I'm married with a little girl so I'll often play games between doing the dishes, cooking diner, putting the little one to bed etc,etc and will often come and go from a game. Being kicked isnt so bad if I can save at any point, but this leads to my next point.
- Saving. Can you save at any point, or do you need to find a checkpoint? If so....
- Checkpoint Availability. I also read that sometimes checkpoints can be VERY far between... like 2 hours in some cases. More time than I usually even spend playing on a week night.
I hope all this isn't true and it seems like a bad dream. If it is, there really wont be much hope for me to D3 properly at all and I'll probably just pass on it altogether in this format.
Thanks in advance.
You cannot pause the game, even when playing alone. You may always teleport back to town or take a waypoint and idle there.
No idea on autokick. I know that the game does not currently have kick functionality as far as doing it manually. Actually now that I think about it, I saw 3 people afking in a video for almost 2 hours and not only did they not get kicked, they actually still got around 2/3rds of the experience...
The game is always saving. It's basically persistent in it's saving.
From what I saw of the beta checkpoints (as far as quest progress) weren't very far apart at all. It only takes about an hour to kill the skeleton king from the start of the act to him, and that's around 4 quests I think.
It takes about 10 seconds to quit the game if you aren't in town, and you have an instant quit option if you are in town. I don't think that you will have as much problems with the game as you foresee.
4/5/2012 2:40:41 PM
I haven't seen anything that shows more than one turret out anywhere. If they do indeed stack that makes the skill much better. I'm not really into speculating on mechanics like that. I was under the assumption that you can only one turret out at a time. With the ability to have 3-5 out, then idea for this build is neat. I just think there is far too much speculation with this build. Speculating that PVP maps will have one health orb spawn for you to camp. All that being said, I'd take Spike Trap - Scatter instead of the raven for more area control/burst damage and more utilization of your custom engineering passive.Posted in: Demon Hunter: The Dreadlands
4/5/2012 12:03:10 AM
Posted in: Demon Hunter: The DreadlandsQuote from gosuserhttp://us.battle.net...kdTV!fUh!YaabZb
This is a DH pvp build centered around control, similar to the trapper in D2. The idea is the spam slow and stuns while dancing around the sentries as your opponent is taking damage from multiple sources. Couple with heal/resource management to win a war of attrition.
Entangling Shot/Justice is Served - Spam slow and generate hatred for Impale.
Impale/Impact - Deal damage and spam stun and knock back.
Sentry/Spitfire Turret - Secondary damage and area denial.
Vault/Tumble - Evasion and mobility.
Companion/Bat Companion - Tertiary damage, distraction and generate hatred for Impale.
Preparation/Battle Scars - Recover discipline and life for extended battles.
Perfectionist - Reduce the cost of discipline for extended engagements
Custom Engineering - Decrease the need for recasting sentry and conserve discipline.
Ballistics - Increase damage of sentry.
From what I've seen in the pvp videos they've posted, an "extended engagement" is about 10-15 seconds. With the 45 second cool down on prep, you can maybe rely on it 1 out of every 3 fights? Assuming you live through them all that is. I don't personally like this build. You have two passives that are taken solely for Sentry. Perfectionist plus Tumble means that your first Vault costs 8 and each subsequent one will cost 4 as long as they are done within 6 seconds. You have 30 discipline max from what I remember. If you vault and then do a second vault every, let's say 5 seconds you are looking at a constant Discipline +1 every 5 seconds. So the evasion is there perpetually. That's the part I like about this build.
The bat's not going to give you distraction, because pets can't be targeted. Entangling shot is a fairly slow flying projectile, probably easily dodge in most pvp scenarios. Impales fairly fast but only has a 65% chance of activating.
Passives wise, ballistics adds 4% extra damage per homing rocket, which is entirely not worth a passive. With the amount that you are vaulting, you should be taking something like Tactical Advantage. That will definitely make you more survivable, being able to run circles around people half the time. Now that thrill of the hunt applies to skills, that would be another viable passive, keeping in line with your control theme. Since you are already planning on playing keep away you could also use steady aim to make your killing combo go 20% faster.
What I don't like about this build is that it assumes your target would allow you to kite them for extended periods of time. I would counter this build by not fighting in your cordoned off area. Your snare is easy enough to dodge, and your stun is fairly unreliable. As mobile as your turret is you can only cast it so often, and every recast is less you can tumble.
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