- sivistojko
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Last active Wed, Mar, 23 2016 04:01:27
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May 10, 2012sivistojko posted a message on Diablo III Cinematic Screenshots, Results Conference Call, "One of the Chosen", Blue PostsIf these are spoilers, then you should be seriously worried about your mental health. Thanks to the uploader for his effort anyways.Posted in: News
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Other classes will take care of the rest.
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1. Fire bats - you might want to replace it with Zombie Charger (with any rune) because it will deal more dmg to a single and AOE. Acid Cloud (in any rune) seems a nice replacement to Firebats in that slot.
2. Haunt - well it is still quite unclear is it better than Locust Swarm. Anyways, whichever spell you choose between these two will be a good choice. However, Draining Spirit rune for Haunt is 100% useless (unless they change the amount) because these 10.2 mana per second is way tooo insignificant comparing to thousands and thousands of mana you will have in manapool by the time you reach inferno difficulty. That being said, Locust Swarm probably is a better choice because of runes that provide max damage output.
3. Mass confusion - it has 60 sec CD and that can probably be too long in inferno difficulty. However, Horrify is probably a better choice than Mass confusion simply because it has 20 sec CD and provides equally effective CC which is more practical for group play. And 20 second cd would definitely work better with Grave Injustice -- you would be able to practically spam Horrify while other players and pets peel.
4. Zombie handler passive - somehow it seems trivial for a group play. But, you might consider replacing it with Circle of Life (which will give you all 3 zombie dogs permanently until they die), and in that case you could replace the Summon Zombie Dogs spell for another spell.
5. Jungle Fortitude - while it definitely is important for higher difficulties later on, Pierce of Veil passive might be a better choice for a team play when you have a melee to tank for you. And also, that 30% mana incraese from Pierce of Veil will be completely insignificant to thousadns of mana in mana pool afteer you start grinding hell or inferno gear.
I hope this helped you in a way.
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Yes, this is exactly what I needed to know. If anyone knows more specific details about those 'new abilities' and AI behavior changes please post them here.
I noticed one thing. When I played my hardcore character (normal difficulty) mobs had a strange ability that occasionally poped some sort of banners around them (in Cathedral), unlike softcore (normal difficulty) gameplay where that thing didn't happen.
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Can anyone share more info on this?