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    posted a message on Damage type of abilities with multiple active runes?

    Certain set/legendary items have effects like "Soul Harvest gains the effect of every rune" or "Locust Swarm gains the effect of the Pestilence rune".


    However certain runes (like Searing Locusts) change the damage type of that ability (from poison to fire, for example).


    How do i choose which damage type my ability will inflict when i am using such items that "enforce" a certain rune (or all runes) upon that ability?


    It is rather important since i have bonuses such as "20% increased poison damage" and i definitely need to make sure my abilities are of the proper damage type.

    Sometimes it is beneficial to have a specific (skill menu) rune damage type active, while at others it is better to have an "enforced" rune damage type active while still having a certain other rune selected in the skill menu.

    Posted in: Diablo III General Discussion
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    posted a message on How do DoTs and Pets work with temporary damage/intel buffs?

    I recently resumed playing my WDoctor and i was curious about how do temporary bonuses like Endless Walk (traveler's pledge & compass rose) and Convention of Elements work with spells like Locust Swarm and Haunt.


    If i am affected by Endless Walk or ConOfElements at the moment when i cast Locust Swarm or Haunt, will those DoTs be affected by such damage bonuses for the entire DoTs duration?

    Or do those damage bonuses expire as soon as the damage buffs themselves vanish, hence the DoTs return to normal damage?


    Pretty much the same questions but about Pets instead of DoTs - does it matter when i summon pets in regards to temporary damage/intellect buffs?


    Thank you for helping me out :)

    Posted in: Diablo III General Discussion
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    posted a message on What is needed to unlock extra stash award in Season 9?

    I am honestly not a fan of seasons but the extra stash space award is really useful (affects both season and non-season).

    I recall blizzard changing stuff about season rewards in the past few patches but i do not remember what.


    My diablo 3 is slowly being downloaded so i can not open up the game and read from there.

    So what is currently needed for the extra stash award in Season 9?

    Posted in: Diablo III General Discussion
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    posted a message on Daiblo 4 or new game in Diablo Universe ?

    I would be thrilled for a Diablo 2 rework, full HD with great textures and high resolutions.


    As far as Diablo 4 goes... i honestly do not know.

    Main thing i miss in diablo 3 is atmosphere and excitement.


    Diablo 3 feels like a game where all you do is grind, and the highest form of fun is improving DPS by some numerical value.

    I still play Diablo 2 just for the awesome atmosphere and adventure, without even bothering with some numerical bullshiet.

    Posted in: Diablo III General Discussion
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    posted a message on What Wizard spells/runes can trigger Strongarm Bracers?

    Interesting, i was hoping that there are more spells that trigger it.


    Does the Teleport with Wave of Force rune (calamity?) trigger strongarm bracers?

    Posted in: Wizard: The Ancient Repositories
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    posted a message on What Wizard spells/runes can trigger Strongarm Bracers?

    I am a big fan of Strongarm Bracers (enemies hit by knockback suffer 30% more damage for 5 seconds), but i just recently got my wizard to lvl70.


    I got no idea which spells/runes are capable of activating the Strongarm Bracers, especially since it is not always obvious (WD Piranhas activate it without actually doing knockback).


    So which Wizard spells/runes are good for activating the benefits of Strongarm Bracers?

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Starting the Season 5 - Wizard or Demon Hunter?

    Very nice replies and votes, please do keep them coming :)

    Posted in: Diablo III General Discussion
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    posted a message on Starting the Season 5 - Wizard or Demon Hunter?

    I am going to start playing Season 5 with a friend, we want to reach the "Conqueror" for the extra stash (not in a hurry).

    I have not played much since 2.4 arrived so i do not know how the new/changed item sets actually perform.

    Currently i am choosing between Wizard and Demon Hunter (my friend will probably go for a melee class).


    What is your preference between these 2 classes for Season 5 and why?

    Don't forget to vote in the poll above :)

    Posted in: Diablo III General Discussion
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    posted a message on Questions about the Witch Doctor in rifts/grifts.

    550 views and not a single answer?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Questions about the Witch Doctor in rifts/grifts.

    I wanted to ask the more experienced WDoctors about certain aspects of our class in rifts/grifts:


    1. If i have the Haunting Girdle and the Resentful Spirits rune (+1 haunt spirit each), can all 3 Haunt spirits hit the same target?
    2. If all 3 Haunt spirits can hit the same target, can they also proc all the bonuses the Jade Harvester set gives?
    3. Does Soul Harvest (with Jade Harvester) actually reduce the duration of our applied DoTs every time it is used?
    4. Do the Haunt and Locust Swarm spells auto-cast by certain items (like Wormwood) fully stack with a manual cast of the same DoT?
    5. I rarely see "Pierce the Veil" and "Gruesome Feast" passives used, even though they sound like powerful damage boosts?
    6. Spirit Barrage, Acid Cloud, Sacrifice and Mass Confusion seem to be rarely used, what is wrong with them?
    7. What about Firebomb and Plague of Toads? Both spells seem fun but are underused?
    8. Can Zombie Dogs and Gargantuan actually do big DPS, or are they just a "meat shield" to tank damage?
    9. Is the Bad Medicine passive also applied by our pets when they deal Poison damage?

    Thank you for reading and helping me out :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on So we must play seasons to gain more Stash space?

    I see no mention of extra stash in any of the latest 2.4 previews.


    I hope blizzard rethinks this whole "must play season to improve your UI (stash" approach.


    A lot of people have ZERO interest in playing in seasons, we actually hate it.


    Starting from zero is one of the most boring and annoying things in diablo 3.

    Posted in: Diablo III General Discussion
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    posted a message on SS to be added to MOTE 6 pc bonus

    Honestly i am surprised it was not included by default.


    Might of the EARTH set - SEISMIC slam.


    Seems like it is made for one another, but blizzard forgot about it? xD

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Whirlwind Barb - best way to regain health?

    What is the best type of life restoration for a Whirlwind Barbarian:


    Life per second

    Life per hit

    Life per kill

    Life per fury spent

    Health globe bonus


    Thank you for helping out :)

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Conqueror for stash space? Too hard for casuals

    I fully agree that improving stash space should be tied to a requirement/task.


    I disagree that it should be related to Seasons.


    I want to play on my characters that actually mean to me - not on a brand new naked Seasonal character that is boring to play and useless as soon as season is over.


    Just put the stash space upgrade behind something that both non-season and season players want to do...

    Posted in: Diablo III General Discussion
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    posted a message on Is there any estimate when patch 2.4 will be released?

    Does anyone know from past PTR testing (or from a blizzard comment) how long until patch 2.4 comes to live servers?


    I am honestly hoping it arrives as early as possible, perhaps even early December - but i got no idea is that realistic (probably not...).


    What do you fellas think, when is 2.4 arriving to the live servers?

    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?

    Getting the season journey is nothing hard, but i find no fun in it - and i get no use out of that character.


    It is a few days of useless hassle to do one season journey (times 4 for the four tabs spread over four seasons).


    I just see no reason for a mandatory UI upgrade to be tied to a niche play style.

    Quality of Life upgrades should be available for all players since they are very useful to all players, regardless of season/non-season.

    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?

    My main complaint is that "season stuff" has nothing to do with "non-season stuff".

    I know the season character becomes non-season at the end, but i do not care about that character.


    When i finish Season Journey I do not need or want that seasonal character, nor do i want anything he was able to gather - primarily because it is far less powerful compared to what my main "non seasonal" characters got.


    I will not play that seasonal character beyond the requirements of the Seasonal Journey, so anything he can ever obtain is junk.

    If i want to obtain powerful gear i will use my main chars that actually matter to me, and are much better equipped and more fun.


    With this decision blizzard is literally forcing us to put effort into something we do not care about, we do not want - and we will probably delete as soon as we get a stash tab.

    It is just a horrible decision, an awful design implementation - and the worst part is, it is completely unnecessary.


    Also, to clear up, you can get one stash tab per season.

    So in order to get the 4 tabs needed, i need to do that awful thing four times... borderline humiliation.

    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?

    I just see no value or fun in starting from ZERO.

    I am sure other people do, but i do not.


    Stash space is mandatory - especially when you have 1 of each class, and each of them has a set or two.

    The current amount of stash space is beyond too little... having 5 tabs PER CHARACTER would be more sensible than what we got today.


    I do not like anything that the Seasonal playstyle is offering... in fact, i detest it.

    I do not see any reason to hide a mandatory Quality of Life upgrade (such as Stash space) behind content that is so specific and niche.

    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?
    Quote from Selador84go-next

    I see the point and agreed, that is unfortunate. Playing just one season though should be enough to see the benefits in non-season.

    If i got blizzard's message right, we get one stash tab per "Season Journey"?
    If that Journey thing is per character and i need 4 to reach 10 (5 base + 1 from gold), then i have to fully play 4 seasonal characters?
    Or is the Journey thing actually ONE per season - and i need to play 4 entire seasons to get the 4 tabs?
    Either way it is A LOT of forced seasonal content, and i do not have even one friend that likes the Seasonal content (among the 10 i play d3 with)...
    Really shitty decision by blizzard, i hope they make all stash tabs available through (huge) amounts of gold.
    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?
    Quote from Ashesgo-next

    Quote from Selador84go-next

    So you know, stash tabs transfer to non-season right?


    He is not talking about this. Its the fact that you need to play seasons to even get them.

    @OP: I'm in the same boat. I hate seasons and now it looks like they are forcing us to play seasons for this... Why couldn't they just make them 100b each.
    I am glad i am not the only one...
    I do not care about seasonal content... i don't care about seasonal characters, or season-only items or leader boards...
    I just want the damn max 10 stash tabs, because even with just 1 char per class i DESPERATELY need additional stash space.
    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?
    Quote from Selador84go-next

    So you know, stash tabs transfer to non-season right?

    I do not see how this is relevant?
    I still have to play though the entire season with a seasonal character just to get a stash tab for my main characters that i actually want to play?
    Or am i missing something?
    Posted in: Diablo III General Discussion
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    posted a message on So we must play seasons to gain more Stash space?

    Blizz quote: "we’re also adding a way for players to earn additional Stash tabs, up to a maximum of 10, through our Season Journey feature."

    It is a recent quote from blizzcon, and anything can change until release, but this way of thinking is incredibly bad and completely wrong (imo).


    I am not a fan of the entire season thing, i do not like re-leveling over and over and competing for some epeen points on a ladder.

    I like using my old characters that i have played on since d3 released, no point or interest for me in making a new one for the "season".


    But what i do need is some damn stash space, especially since ALL d3 chars share the same tiny bank (who thought of that idea!?).

    As someone that really hates the seasonal thing and i definitely do not want to do it - i can not gain any more stash tabs aside from the pitiful 1 i can buy with gold?


    I do not understand why do only "seasonal" players need the extra stash space, while us non-seasonal players flat out can't get more than 1 tab?

    I understand they are trying to motivate ppl to do seasonal content, but forcing people into it just for some mandatory UI (stash) upgrades is awful.


    Stash space is something very useful to ANY d3 player, regardless of seasonal or not... makes no sense to screw over non-seasonal players.

    D3 has by far the worst bag management i have seen in any game since 2005., and this "seasonal players only" thing is definitely NOT helping...

    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.4 means nothing, without abolition of paragon slavery

    Why is paragon this important to you?

    Are you competing for the "top 5 best monster slayers" so you really need those 0.0001% improvements that you get for a paragon level?

    Or do you just like having some bar to fill up, out of some compulsory need for visual progress or something?


    I honestly completely ignore paragon levels.

    Every 10 or 15 gained levels i actually remember they exist, so i slap the points wherever the guide told me to.

    Never have i cared about paragon levels or even bothered to farm for them.


    If you are playing d3 so extremely competitively that ultra-high paragon is something absolutely mandatory, i really don't know what to tell you.

    We are just playing completely different games...

    Posted in: Diablo III General Discussion
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    posted a message on [Debate] Cheating in D3? What is cheating and what is not?

    I am always against "corruption" and blizzard can definitely take a more serious stance against it...


    But at the same time the "top" of any sport/game/political party is ALWAYS corrupt in one way or another.


    Blizzard should be much harsher against players who use 3rd party software/mods, but it would not change the fact that the ultra-competitive players always try to cheat with new methods.

    Posted in: Diablo III General Discussion
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    posted a message on Streamer goes to sleep. Bots openly on stream.

    How do you fellas want blizzard to ban HIM directly?


    Through his DNA absorbed through the keyboard and teleported to blizz HQ?

    Or have a crack team of spies monitoring his physical location for a new diablo 3 account?


    The biggest penalty a gaming company can inflict is ban your account.

    They can NOT ban your IP or your PCs MAC, and even that kind of a ban can be circumvented with various software/hardware.


    The only greater penalty could have been banning ALL of blizzard games on that account - if he even had other games on that account.

    But i don't think blizzard bans you from ALL of their games if you cheat in one of them.

    Posted in: Diablo III General Discussion
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    posted a message on Stash space

    There is a big difference between "people will never have enough bank space" and an actual problem with bank space.


    D3 has an actual problem with space in the bank, because many reagents/gems/items are a "real" item instead of "virtual" currency, like gold.


    The 2.3 features will greatly help with that, since we wont have to store various situational legendaries anymore (extract power).


    But still it would be a significant improvement if we could double our bank space for a high gold price.

    Posted in: Diablo III General Discussion
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    posted a message on Stash space

    D3's bank system feels way too underdeveloped.


    Comparing to WoW, D3 has a lot more gear and crap to store.


    And comparing to WoW, you can have about the same number of characters (on a server).


    But in diablo3 you get less bank space for ALL your chars, than one char in WOW gets just for himself...

    Posted in: Diablo III General Discussion
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    posted a message on Having trouble finding a better weapon (wormwood) :(

    My WDoctor has the Wormwood staff (Jade Harvester), since i don't have the Furnace weapon.

    It's passives are really good and make farming easier so i am unwilling to give it up.


    But i got my first Wormwood when i hit 70 (some torment difficulty) and it only has 1800 DPS.

    Since then i have never seen another Wormwood, which to me is strange since it is supposedly a very common drop?!


    Other legendary weapons that drop have over 130% (4000DPS) higher weapon damage than my current Wormwood.

    So i am really really unhappy with WWood's damage, but i don't want to replace it due to it's amazing passives.


    Is there any easier way to get more Wormwood staff drops, since some guides state getting it is easy (but they dont specify how)?

    Is it possible that ALL Wormwood staves are limited to doing very low weapon damage?

    Posted in: Diablo III General Discussion
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    posted a message on Questions about +damage on weapons.

    Awesome, thank you all for replying and explaining it (over and over) until i understood :)


    If anyone wishes to add their own explanation they are still welcome.

    Posted in: Diablo III General Discussion
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    posted a message on Questions about +damage on weapons.
    Quote from Bri42go-next

    It doesn't affect it directly, but it will affect things indirectly because it is increasing your weapon damage.


    The element type for the +damage on your weapon is irrelevant for nearly all skills. If i recall, it still does affect some things like being able to proc elemental exposure for a wizard, but largely its just a holdover from vanilla d3 that could be simplified into a simple +damage roll for the weapon without element modifier.

    That is to say, if you had a 100 damage weapon and had +50 to poison on that weapon, your locust swarm would consider your weapon damage to be 150. If instead you had +50 arcane damage it would still treat your weapon damage as 150. And in both cases the element type applied by the skill (that is to say, what +% element gear would affect it) would depend solely on the skill/rune combo you use.

    The magnitude of +damage matters enormously. The element type of +damage only matters in a few very specific scenarios (of which locust swarm would not be one).

    But, if i am understanding it right, you are claiming the opposite of what Vladimeir stated: "In short: No, it doesn't affect locust swarm."


    You say that +damage (regardless of elemental type, or non-elemental) WILL increase my Locust Swarm damage?


    So if Locust Swarm does 1000% weapon damage (in total), my weapon's 1000 base dmg and it's +1000 bonus (elemental or non-elemental) damage will be calculated as total 2000 damage for the Locust Swarm to multiply by 1000%?

    Posted in: Diablo III General Discussion
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    posted a message on Witch doctor helltooth gargantuan passives

    Good question but no clue how many PTR/Beta testers (of the 2.3 patch) are around these forums AND have tested such a situation.

    Posted in: Diablo III General Discussion
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    posted a message on Questions about +damage on weapons.
    Quote from Vladimeir jumpSkills are calculated weapon damage first -> skill modifier -> additional modifier (elite damage or elemental damage)The +damage affix only affects the weapon damage calculation (or weapon dps.) After that, it is irrelevant.

    In short: No, it doesn't affect locust swarm.

    So even if my weapon has the "black" damage bonus which just states "+100-125 damage" (without any specific element) - it still does NOT affect my Locust Swarm, neither Frenzy (barb), nor Whirlwind?

    Posted in: Diablo III General Discussion
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    posted a message on Questions about +damage on weapons.
    Quote from 386DX40go-next

    it doesn't matter what kind of weapon dmg you have.

    All activ skill has corresponding elemental dmg.

    If you use a skill with poison dmg, all +dmg on your gear will change to that element.

    Thank you for replying, but will a skill like Locust Swarm even benefit from +damage on the weapon?


    If my weapon has 1000 average weapon damage and +1000 poison (elemental) damage - what will my Locust Swarm benefit from?

    Posted in: Diablo III General Discussion
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    posted a message on Questions about +damage on weapons.

    On my Witch Doctor i have a weapon with +1000-1250 Poison damage.


    Does that affect my spells like Locust Swarm, which also do Poison damage?


    I know that the "Poison skills deal 20% more damage" bonus obviously affect my poison skills.

    But what about the (elemental) poison damage that is on a weapon?


    If the bonus just states "+1000-1250 damage" without a specific elemental type, does it then affect my Locust Swarm's damage?


    I tried reading the various wikias but they are really convoluted and sometimes even out of date...

    So if anyone can please explain simply how it all works :)

    Posted in: Diablo III General Discussion
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    posted a message on New level 70 - best way to start solo gearing?

    I recently got a character to max level and i would like to progress towards end game (greater rifts i assume).


    I will be playing solo (no multiplayer/boosting) so i gotta know what is the fastest way to start getting meaningful (set) gear.


    Currently my char can clear bounties on Torment 2, but so far i have gotten no meaningful set pieces (for crazy bonuses).


    I know there is a ring that decreases how many set pieces are needed for a set bonus, so i assume that is a priority to get?


    Are there any other such important items to obtain early in the gearing process?

    Any other advice or suggestions?

    Posted in: Diablo III General Discussion
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    posted a message on End-game melee "auto-attacking" class?

    Thanks all for answering.

    If anyone has anything more to add they are welcome :).

    Posted in: Diablo III General Discussion
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    posted a message on End-game melee "auto-attacking" class?

    Shield Bash/Sweep is exactly the kind of combat-style i am looking for.


    You know, the old fashioned melee beating - no charging across the screen or using a whirlwind to dance around.


    SO was i right about Barbarians not having a single endgame viable "Melee" build?

    Nothing that actually viably uses things like Hammer of the Ancients or Seismic Slam in endgame?

    Posted in: Diablo III General Discussion
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    posted a message on End-game melee "auto-attacking" class?

    I recently started playing D3 again with some friends.

    I wanna go for the hardest end game (greater rifts if i recall), but i have trouble picking my melee class.


    I really hate being a "melee caster" like the Raekor/Charge Barbarians play, where you spam "spells" instead of bashing faces.

    So which classes can stand toe-to-toe in melee with the nastiest enemies D3/RoSouls has to offer?


    I am guessing it would be Monk and Crusader - but i am really not sure.

    Perhaps barbarians have a viable end-game build that does not include spamming charge or whirlwind?

    Posted in: Diablo III General Discussion
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    posted a message on Token of Absolution - .d2i item file for use in hero editors.

    This is just a simple .d2i item file to be used in hero editors to create Tokens of Absolution (stat/skill respec).

    The hero editor i found to work for single player and "open multiplayer" is "Hero editor 1.04" (diablo 1.13d).


    I made this thread because i had to spend some time finding this file, so i wanted to make it easy to get for anyone interested in easy respecs without intrusive mods.


    http://www.moddb.com/downloads/token-of-absolution

    http://www.megafileupload.com/18W4/Token_of_Absolution.d2i

    http://s000.tinyupload.com/index.php?file_id=63328826396884515651

    http://wikisend.com/download/767540/Token of Absolution.d2i


    They all give you the same item file, usage is just like with any other .d2i item within a hero editor.


    Obviously some folks do not like editing heroes, but this is just for single player and "open multiplayer" games where people can mod if they want :)

    Posted in: Diablo II
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    posted a message on Any proper skill calculator updated and working for 1.13?

    Almost a 100 views and not a single link to an updated 1.13 skill calculator???

    Posted in: Diablo II
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    posted a message on Any proper skill calculator updated and working for 1.13?

    I have searched many links/websites (even on non-english websites) that supposedly had skill calculators updated for 1.13 Diablo 2 changes - but none of them were actually updated (or working at all).


    What i am looking for is the really simple skill calculator that looks similar to the in-game skill tab.


    Blizzard has a similar one but they do not have any tooltips when mouse-overing skills, which is a huge hassle!

    Can anyone please share a proper working skill calculator for 1.13?

    Posted in: Diablo II
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    posted a message on Some questions from a fresh level70 WD :)

    I recently got my WD to lvl70 and i am doing my Torment 2 bounties/rifts.

    Currently my gear is mostly some legendaries and some "yellow" gear pieces, and i do not feel like rushing for some specific Item Sets or legendary gems.


    I just wanna have fun and enjoy my WD - but first i need to actually understand how to play the class in a Torment environment.

    Most guides on diablo-fans are very oriented towards Item Sets and Legendary Gems - and i really don't have any of those, nor do i wanna rush for them.


    I am having trouble setting up a proper single-target repertoire of spells.

    Usually i use Locust Swarm for AOE, Haunt for Single Target and Spirit Barrage for some really durable enemies.

    However it is still rather slow, so i am hoping you fellow WDs can offer some better approach to single-target DPS (without set bonuses and legendary gems).

    Also if you got suggestions which spells are good for AoE that would be nice, but i am mostly fine with AoE dps.


    I am having some issues with the Creeping Death passive (makes Haunt and Locust Swarm last almost forever).

    It seems that if i move too far from afflicted enemies the passive will NOT work - the dots seem to expire, since the monsters are still alive when i return to that area some 8 seconds later.

    I am 10000% sure my DoTs would have killed the targets if they did not expire, so i am confused as to what is happening - is the Creeping Death passive malfunctioning?


    For passives do i go for damage output, or some defensive passives?

    Or perhaps the mana regen passives are the most valuable?

    Do passives like Pierce the Veil also increase the pet's damage?


    WDs have a lot of pets, namely the zombie dogs, the gargantuan and the little crazy people-things.

    Which one of these are actually useful, without using specific "Item Sets+Legendary Gems"?

    Is their purpose to tank damage or to deal damage, or both?


    WDs have a lot of DoTs and pets, but all of those do not seem to scale with Attack Speed - only from Weapon damage?

    It seems to me that a big strong 2hander weapon is much more useful than a weak/fast 1h+offhand?

    This is all not counting some specific beyond legendary 1h+offhand setups - i am comparing regular legendary 2h with 1h+offhand?


    Which stats do WD pets actually benefit from, or which stats do pets not benefit from?

    I really value my pets to be as tanky as possible while still doing good damage, but i got no idea what benefits them.


    As i progress through the Torments, do i need to focus primarily on defense stats - or offense stats (glass cannon)?


    Do you fellas use the Poison Darts/Firebomb/Toads/Corpse Spiders abilities?

    Honestly i have not used these spells since level 20, so i have no clue are they useful in any way?


    Also what about stuff like Hex, Horrify, Mass Confusion, Sacrifice and Big Bad Voodoo?

    I never ever used those weird utility spells, and i do not know are they of any use in Torments?


    How about Zombie Charger, Spirit Barrage, Acid Cloud, Firebats and Wall of Zombies?

    Those spells i almost never used so i really am not sure are they of any use in the Torment difficulties?


    Thank you for reading and helping me out :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Few questions about the PvM Assassins.
    I got a few questions about PvM Assassin's charge-up skills and finishing moves:

    1. Dragon Talon seems to be mostly prized for it's ability to hit extremely quickly, which is great for applying various debuffs/effects.
    However is there any point in using Dragon Talon if i do not have those powerful effects (like crushing blows)?
    It always seems to do very little damage compared to Dragon Claws - even with the highest damage boots i can find?!

    2. I know that using Tiger Strike together with Cobra Strike will both increase the damage of the finisher move AND provide much greater life/mana steal because the finisher did more damage (thanks to Tiger Strike).
    But how do Tiger Strike or Cobra Strike interact with Fists of Fire and Claws of Thunder charge-up skills?
    Will Tiger Strike buff up the damage of Fists of Fire when used together on a single finishing move?
    Will Cobra Strike turn the damage of Fists of Fire into life/mana when used together on a single finishing move?

    3. I know Dragon Flight is often used as a "1 point skill" just for the flying.
    However is the damage of Dragon Flight (when maxed and geared for it) anywhere comparable to Dragon Talon or Dragon Claws?

    4. What is the exact purpose of Dragon Tail?
    I never found a build that suggests using it, and i read that is has very bad interactions against mobs that are resistant to physical and/or fire.
    Can Dragon Tail actually do comparable damage to other finishing moves?
    Are there any situations where Dragon Tail's damage is worth investing skill points into?

    5. If i am going for the Fists of Flame + Claws of Thunder + Phoenix Strike build am i better off using dual claws - or one claw + shield?
    Also, when going for the above mentioned fire/thunder/phoenix build, is it better to use a "normal attack" or a "finisher move" to launch the charges?
    Is there a finisher move that is especially good for the fire/thunder/phoenix build?

    How do dual claws+Dragon Claw compare against the "kicking" assassins?
    Do "kicking" assassins prefer to also wear dual claws, or do they go for the shield+1handed - or perhaps even a 2handed?

    Thank you for reading and helping out :)
    Posted in: Diablo II
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    posted a message on What classes do you find the most FUN to play?
    (Vote 1 for "least fun" and 5 for "most fun".)

    I am gonna start playing D2+LoD again with some friends (over bnet).

    We are playing primarily for fun, we don't have any intentions to break some world record - but we would like to finish D2+LoD on the hardest (or 2nd hardest) difficulty.

    However neither of us likes to do the "heavy gear grinding" that diablo games are known for, so we are primarily looking for FUN and exciting classes/builds to play!



    So can you fellas please vote and (if possible) write an explanation, saying what class/spec/build you consider to be the most FUN (in a group)? :)

    edit: i did not realize the poll would look like that! sorry :/
    Vote 1 for "least fun" and 5 for "most fun".
    Posted in: Diablo II
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    posted a message on Any way to increase Spell's damage in D2/LoD?
    I know that Strength increases damage dealt by physical Melee/Ranged weapons.

    However neither Energy nor Strength nor Dexterity increase the damage of spells and abilities.

    Is there any stat/attribute that increases the damage/effect of the spells, aside from the skill points?
    Posted in: Diablo II
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    posted a message on Barbarian in high-end Torment - no actual melee fighting possible?!
    Quote from Reborndiablo

    Quote from Aleksej89

    Is there a good high-torment barbarian build that allows you to actually beat the enemy into a bloody pulp LIKE A REAL FIGHTER CLASS?!

    No hiding behind a shield, no kiting/hit&run, no whirl-wind dancing - just some honest face smashing like a proper warrior class is supposed to do?!

    Ill say, check out my profile Barb, Its does over 1.3 mil damage in game and is monstering T6.. Its is very fun not only reliying on Reakor but also IK Reborndiablo#2561
    How do i check out your "profile Barb"?
    I don't know where/what/how to do that :/
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Barbarian in high-end Torment - no actual melee fighting possible?!
    While i do like Diablo 3, i have to say that (IMO) D3's barbarians are the biggest disappointment i have ever encountered in a Blizzard game.

    Instead of playing like a proper raging melee berserker, to me barbarians seem forced to play completely opposite of how they are supposed to be.

    The most common builds i see for the high-end-game Barbarians are:

    1."kiting or hit&run", which make you play like a Mage instead of like a Warrior. Running away 24/7 while waiting for cooldowns.

    2. "whirl wind" build, which forces you to dance around like a girl 24/7 while you are kiting the enemy.

    3. "hide behind a shield", which involves being very tanky (and low DPS) - the monsters die of boredom while hitting your AFK ass.

    Is there a good high-torment barbarian build that allows you to actually beat the enemy into a bloody pulp LIKE A REAL FIGHTER CLASS?!

    No hiding behind a shield, no kiting/hit&run, no whirl-wind dancing - just some honest face smashing like a proper warrior class is supposed to do?!

    Thanks for reading and helping out.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Since RoS i can't find anyone in public games?!
    Quote from JavierVerdugo
    that is because you are playing level 65, almost everybody is playing 70 level champions. This is why you don't find any player.
    You misread - i played from level ONE to level 65 (varying between 3 difficulties) and only found TWO players over the course of 7 DAYS...
    In the old Diablo 3 at every level/act and difficulty there were many many players in the public games.

    Seems that blizzard outright killed the public leveling with the bounty/rift bullcr*p rhaepso mentioned.
    Quite a huge disappointment >.<
    Posted in: Diablo III General Discussion
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    posted a message on Since RoS i can't find anyone in public games?!
    One thing i really loved about Diablo 3 was that i could, at any time during the day/night and at any character level/difficulty, instantly join a random group of players (EU).

    After not playing diablo 3 for 6+ months I got RoSouls a week ago and so far i have managed to find only 2 other players!

    I leveled my crusader from lvl1 to lvl65, changing difficulties from Hard to Expert to Master - and during all that time i have only seen 2 players join my public games!

    When i try to join other people's campaign games, as i change through Acts and difficulties, the highest number of players shown to be doing any specific Act in public games is 1 (ONE PLAYER)!

    When i try to find an "Adventure Mode" game already in progress, the system says there are 0 players currently playing Adventure Mode...

    I am finding it hard to believe that, for the entire past week, there were only TWO people publicly playing the campaigns of D3 IN THE ENTIRE EUROPE!

    I recall in Diablo 3 that for pretty much any campaign act at any difficulty there were 50+ players actively playing!

    Is there any active specific level/act/difficulty/whatever where people actually gather to play in public games?

    To me diablo 3 was so fun because of all the random people i could swiftly play with... RoSouls seems completely abandoned :(
    Posted in: Diablo III General Discussion
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    posted a message on Fervor vs Heavenly Strength in the endgame?
    I recently got Reaper of Souls and started my new Crusader.

    I know that at low levels pretty much anything can work , but what about the end game in Reaper of Souls?

    How does the Fervor playstyle match against the Heavenly Strength playstyle (one-handed plus shield or two-handed plus shield)?
    What are the advantages and disadvantages of each one?Thanks for reading and helping out :)
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Dual Wield vs 2-Handed Weapon, regardless of class.
    very interesting posts, sad to hear about 2handed being so poor...
    Posted in: Diablo III General Discussion
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    posted a message on Dual Wield vs 2-Handed Weapon, regardless of class.
    Quote from Eveigh
    Quote from Aleksej89


    When dual wielding, our abilities (like Cleave or Impale or Cyclone Strike) will use a different hand on each use - starting with main hand on first use, then off hand on 2nd use and so on.
    AFAIK not 100% true. Some of abilities like Spirit Generators will alternate hands, but others like Cyclone or Kick will do main-hand damage always.
    I did not know this.

    Wish that all that crucial information was written on the tooltip of every ability, since it is pretty damn important what weapon it uses...
    Posted in: Diablo III General Discussion
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    posted a message on Dual Wield vs 2-Handed Weapon, regardless of class.
    One thing that was always unclear to me are the advantages and disadvantages of the Dual Wielding as opposed to the 2-Handed Weapon, regardless of the class that it is used on.

    I will list some information i think is correct, and you (fellow demon slayers) please correct me and add anything you think is helpful:

    Dual wielding two weapons gives you much better use of gems, due to having more gem slots and being able to get multiple "gem in weapon" bonuses (like Life on Hit purple gem in weapon).

    Dual wielding is much better for stats like Life on Hit, since two fast weapons hit a lot more often/faster than a slow 2-Handed Weapon - and stats like Life on Hit only care about attack speed (not weapon damage).

    Dual wielding tends to build up resources much faster when using your "resource building attacks", since the resource gained scales only from attack speed while completely ignoring Weapon damage.

    Dual wielding weapons need to be close to each other in terms of DPS - if we have 1 super good weapon and 1 poor weapon, it might be better to use that super good weapon and a shield (or other non-weapon offhand).

    When dual wielding, our abilities (like Cleave or Impale or Cyclone Strike) will use a different hand on each use - starting with main hand on first use, then off hand on 2nd use and so on.

    When dual wielding, our abilities will hit for less damage per cast (when compared to a big 2-handed weapon) - but we are able to cast them more quickly one after the other (assuming no cooldown).

    2-Handed Weapons are better when using spells that have a cooldown, since those spells only scale from Weapon damage and they completely ignore your attack speed.

    2-Handed Weapons are betters for pets and summoned creatures, since those scale only from Weapon damage and they completely ignore your attack speed.

    2-Handed Weapons hit for a lot more damage per each ability used (due to higher Weapon damage), which leads to a much more efficient "damage per resource spent".

    2-Handed Weapons are much better for Damage Over Time effects (like Rend or Locust Swarm), since those spells only scale from Weapon damage while they completely ignore attack speed.


    If you find that any of my above statements are incorrect, or you have something to contribute that is not on the list, please do reply :)
    Thank you for reading and helping out!
    Posted in: Diablo III General Discussion
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    posted a message on Patch 1.0.9 Preview, a dream...
    The trading post can be an addition to the market place, but never never never a replacement.
    I almost never get any good drops while playing, which means no other player would want my items - hence i could never actually buy any items.
    Also you should never enforce the social aspect of the game onto players, if they want to socalize they will but never force it on them.

    Rest of the ideas are okay, blizz should consider them.
    Posted in: Diablo III General Discussion
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    posted a message on Certain DH passive skills need to change?
    Quote from Elendiro

    I disagree, if you take the time and use the passives properly, they can be pretty good.
    I'll link you some builds using these passives at the best.
    Only took 10 minutes to put these together but it's to prove a point, not be a perfect build.
    Grenades/cluster bomb build: http://eu.battle.net...gPVY!gZb!aaYcZa
    Rocket strafe/turret/rapid fire build: http://eu.battle.net...hSVk!hXb!abZYZ
    Turret/Spike bomb trap build: http://eu.battle.net...hYVk!Ucb!YaZaZa
    Have fun and try new things!

    Thanks for posting but 2 of those builds look like they would have trouble in Nightmare, let alone Inferno with only 1 real defensive skill.
    The third one (with the cluster arrow) seems kinda pointless - you already have elemntal arrow, makes ZERO sence to take Cluster which is much more expensive while doing only slightly more damage (even with it's rune).

    I don't have a problem with sticking those skills/passives into pretty much any build - the problem is actually fitting them when it is NOT a bad choice, which at the moment is pretty much impossible.
    Having to pick grenadier/ballistics/custom engin as poor passive skills to boost already inferior active skills is just not a good thing.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Certain DH passive skills need to change?
    Lately i came back to my DH and i noticed that still certain passive skills like Grenadier, Custom Engineering and Ballistics are just horribly pointless and even feel very restrictive.

    For example i like picking Sentry with it's Rocket launching rune, but then i feel completely 'tarded if i do not also pick the Ballistic and the Custom Engineering skills - they both decently enhance Sentry Gun but still they are not all that good to be used in a standard "inferno killing" DH spec, so i pretty much "feel" bad regardless do i pick the passive skills for Sentry or not...

    Another similar example goes for the Grenadier passive, where if i want to use Cluster Arrow (so i pick Grenadier) i also feel 'tupid if i do not also pick Grenades to use the hate generating bonus (and vice versa as well). And again grenadier (as a passive) is not really good compared to other passives (for inferno) so it makes me regret if i skip it (and use Cluster/Grenades) and it also makes me regret if i take it (and skip on better passives)...

    TL;DR: Simply put passives like Grenadier, Ballistics and Custom Engineering are WAY too skill specific - they are to be used (pretty much) solely IF you use Grenades/Cluster/Sentry(or other rocket skills), and even then their benefit is BARELY enough to consider using them while still being so horrible that you regret ever picking ANYTHING related to such passives.
    My suggestion would be to make both Grenadier and Ballistics effects baseline (default) and to change Custom Engineering to only affect "defensive/utility" tools (like caltrops) thus making effects for Spike Traps/Sentry baseline as well.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on After all the recent changes, which builds are viable in Inferno?
    Okay thank you for answering.

    If anyone wants to add more info please do.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on After all the recent changes, which builds are viable in Inferno?
    Can an experienced barbarian player please explain which builds with a 2 handed weapon are viable in Inferno, after all these recent changes?

    Also which builds are viable when dual wielding weapons, and what weapon types should be used when dual wielding?

    I am not a fan of the whirlwind-spam build, since it seems very boring to me :/
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Monks seem kinda boring compared to other classes?
    I have played every class to about level 45-60, since i prefer to first experience what every class has to offer before i make any choices about spending time/gold gearing one up.
    Every class has a certain interesting aspect, with each possible "spec" giving various approaches to combat, surviving and killing.

    I got my monk to about level 50 - and it is by far the most boring experience i ever had in D3.
    I tried being a "tank" Monk up until lvl 30 (1h + shield), after which i switched to "DPS" first by using 2 one handed weapons and, later, to a single two handed weapon.

    Most of the spells/abilities that the Monks have i found either costly, annoying, inefficient, useless or nothing worth mentioning about them.

    For example the 4 Spirit generating attacks are very dull and boring, not to mention that their main worth comes from their specific runes - a Barbarian's Cleave is valuable because it is the only basic AoE attack (regardless of it's runes), while Monks Spirit generating attacks are so similar that their main difference/value is in specific runes.
    In fact, i call those 4 attacks by their rune names/features (example, the "teleporting attack") since the main (basic) part of the attack is so unimportant and similar to others that it is just not worth remembering.

    Then Monk's 2nd row of spells, the roundhouse kick one i find actually completely opposite of what is needed - people want to pile up mobs so they can AoE and crowd control them, and yet this attack makes sure to send every mob so far away/spread that no AoE can do anything.
    The "big bell falls from the sky" spell is actually both a good single damage spell and a good AoE spell, but you can only have one of those - depending on the runes you pick.
    The stick-whirling spell is just...... awful. I used it for traveling and a bit while tanking, but that is it...

    The 3rd row of spells is, i think, the healing/protecting/whatever ones. Aside from being the most boring spells in D3, most allies i partied up with were capable of holding their own defenses and these spell usually ended up being unused or wasted.
    If, by a stroke of bad luck, my allies were poorly geared these spells were never enough to "turn the tide" in a campaign.

    4th row has that neat lil Exploding Palm, but aside from that the other spells i did not find deserving of a slot. The dashing strike seems way to situational (pvp?) while the Sweeping wind is annoying to maintain/stack/recast and, even at it's best, the damage is just too low and slow.

    I actually liked the 5th row, summoning that "mystic ally", using the awesome jumping around strike or the useful "stack up mobs" cyclone attack. This row is probably the best (the only good?) that Monks have.

    6th row is the Matra row, which is quite boring - passive aoe auras that you can cast for a temporary stronger passive aura, and you can only use one at a time (reasonable, but boring).

    Monk passives, while strong, are (IMO) simply not as interesting as WD's or DH's.

    Even as i was writing this post, i had to use the D3 skill calculator to remember what spells Monk has or their names.
    Even though my Monk is my 3rd highest lvl char (50ish), i find it so boring that i can't memorize almost anything about it.
    I keep leveling him in hopes that it gets more interesting, but it is just getting more and more boring.

    So, what do you find interesting about the Monks in D3 and what keeps you playing this class?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Grouping a lot? try this AOE/DOT build
    I would like to suggest Locust Swarm as a spell for an AOE/DOT build.

    It does nice damage, it spreads very quickly (especially with that first rune) and it is extremely mana efficient considering it will probably infect every monster in sight.

    What i like to do is approach a BIG pack of monsters (prefferably in spirit walk) and then Soul Harvest + 2 Locust Swarms.
    Pretty much every monster is infected in less than three seconds, and if needed i can toss in a Haunt or some other "jumping" spell to finish off any survivors.
    At the moment, my most fatal WD attack was 88 victims (killing blows) with one cast of Locust Swarm :)
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on DH in Nightmare/Hell - looking for some advice.
    @Aldoran
    Thank you for replying, but i am not sure should i buy a Crossbow or a Bow+Archery (passive) for dealing nasty burst damage?

    Anyone willing to share their opinions and experience?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on DH in Nightmare/Hell - looking for some advice.
    My DH is level 48 now, soon gonna finish Nightmare and go into Hell difficulty.
    I have a few questions that i hope you experienced Demon Hunters can answer:

    1. For burst damage (Impale, Multishot, Cluster Arrow): Bow/Quiver + Archery(+15% dmg) VS Crossbow/Quiver?
    (i hate using those little tiny gun bow things, so ignore those)

    Reason i ask this is because at these 50ish levels crit chance is rather rare (my DH has only 5% crit chance) and even when i do get a crit it is usually an overkill/wasted - hence Crossbow's Archery passive (more crit damage) is for my DH rather useless.
    However, Bow's Archery gives 15% more damage to all attacks, so i am not sure is this bonus sufficient to compensate for the lower weapon damage that Bows have (when compared to Crossbows) as far as dealing burst damage goes.

    2. As far as our primary attacks go, i have only found a purpose for Grenade+Grenadier (a lot of Hatred generation + AoE dmg) and Entangling Shot (gang chain 4 targets) + Cull the Weak (more dmg on snared targets). In almost 50 levels of my DH i have not found a single use for Hungering Arrow (almost never pierces and low damage) or Bola Shot (too small explosion radius and too slow to explode) - do these spells have any purpose?

    3. Certain other spells, at least up to level 50, seem to have no purpose (in my experience): Rapid Fire, Evasive Fire, Fan of Knives, Sentry, Strafe and Rain of Vengeance. I find these spells either too expensive, not worth an action bar slot, too long cooldown, too restricting in movement/range/channeling or just too weak to be worth using over other spells (impale, mutlishot, cluster arrow).
    Is there any specific (and useful) function for these spells, or are they perhaps only useful in Inferno?

    I am not all that experienced as a DH, so thank you very much for reading and helping me out :)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Life on Hit and Attack Speed?
    I got a simple question for the experienced Diablo 3 players;

    Does Life on Hit increase/decrease based on your weapon's attack speed, or is it always the same regardless of weapon speed?

    I am looking for a new set of weapons for my characters (Hell levels) and i wanna make sure i get a good amount of Life on Hit stat since i mostly do public multi-player games (where monsters are really tough).

    However, if Life on Hit is the same regardless of your weapon's attack speed, then getting 2 weapons with maximum attack speed seems the most suitable for using Life on Hit stat?
    Posted in: Diablo III General Discussion
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    posted a message on Rookie barbarian looking for some advice.
    Thank you for awesome replies :)

    If anyone has any more answers or suggestions, please do post em :)
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Rookie barbarian looking for some advice.
    My barbarian just reached Hell difficulty and i am getting pretty much owned.
    I read guides on official forum and diablofans (as well as some videos), but i would still like to see more information from the experienced barbarians around here :)
    Instead of posting my gear and what-not, i would like to ask you veteran barbarians some questions, so i can understand this class better..

    What are the advantages of using a 2 handed weapon?
    What are the advantages of using two 1 handed weapons?
    What are the advantages of using a 1handed+shield, aside from more armor?
    Of the 3 above weapon comboes, which does the best in Hell/Inferno, and why?

    Is there a specific point when Life Leach (life steal?) becomes better than Life on Hit, or is Life on Hit still superior?
    Having 2 weapon gem slots when dual wielding (compared to one gem when using a 2handed) seems unbalanced to me, or am i missing something?

    How do abilities like Cleave, Whirlwind, Furious Charge, Seismic Slam, Rend (and all the others) scale when using a 2 handed weapon, and how do they scale when using two 1 handed weapons?

    I am fairly new to the barbarian class, but to me it seems that pretty much all barb's abilities do much more damage if you are using a 2 handed weapon (for the same time and fury cost) - especially abilities like Rend and Seismic Slam?

    To me it looks like that 2 handed weapons are oriented in favor of using strong abilities, while using two 1 handed weapons seems like it is meant for "auto attackIng" (cleave/frenzy/bash) enemies to death - or am i wrong?
    I am really confused about which abilities scale better with 2handed and which go better with dual wielding?

    Thank you for reading and helping out!
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Diablo 3 Patch 1.0.2.9749 Coming Soon
    My PC has a 6+ years old Intel CPU, 3GB of RAM and my GPU is NVidia 460.
    I am able to run Diablo 3 at medium/high settings without any issues.

    A friend of mine has a 2010/11 PC with an AMD CPU and GPU - and he is having a lot of issues like stuttering.
    To me this looks like a problem with AMD components, which is very common these days (battlefield, skyrim etc...).
    Although AMD is known for having very bad software/drivers, perhaps you will find a solution on their website.
    Posted in: News & Announcements
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