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.
- 4/21/2013 4:03:53 AM Posted in: Diablo III General Discussion
4/15/2013 9:00:39 PM
Posted in: Demon Hunter: The DreadlandsQuote 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.
4/15/2013 5:45:51 PM
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.Posted in: Demon Hunter: The Dreadlands
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.
9/10/2012 4:12:58 AM
Okay thank you for answering.Posted in: Barbarian: Bastion's Keep
If anyone wants to add more info please do.
9/9/2012 7:23:41 PM
Can an experienced barbarian player please explain which builds with a 2 handed weapon are viable in Inferno, after all these recent changes?Posted in: Barbarian: Bastion's Keep
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 :/
9/3/2012 3:19:26 AM
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.Posted in: Monk: The Inner Sanctuary
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?
8/26/2012 2:12:20 AM
I would like to suggest Locust Swarm as a spell for an AOE/DOT build.Posted in: Witch Doctor: The Mbwiru Eikura
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
7/23/2012 9:00:02 AM
@AldoranPosted in: Demon Hunter: The Dreadlands
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?
7/23/2012 8:06:23 AM
My DH is level 48 now, soon gonna finish Nightmare and go into Hell difficulty.Posted in: Demon Hunter: The Dreadlands
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
7/15/2012 5:12:15 PM
I got a simple question for the experienced Diablo 3 players;Posted in: Diablo III General Discussion
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?
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