With the recent changes, we can pretty much spam Gloom. The new perfectionist and boar increase our defenses even more.
Keep in mind that our dodge is pretty much a 50% damage mitigation right off the top. I'm now at > 50% dodge.
Lastly, we still have the best defensive skill in the game even though most of us no longer use it. Smoke screen gives complete invulnerability. Before the original nerf to SS, it was the most OP skill in the game.
- 10/26/2012 8:40:52 AM Posted in: Demon Hunter: The Dreadlands
10/16/2012 11:59:24 AM
You're great. Always appreciate the great work.Posted in: Demon Hunter: The Dreadlands
fyi, the link to your sample weapon in the elemental damage explanation is broken.
10/16/2012 10:11:42 AM
Posted in: Diablo III General DiscussionQuote from MikromanicNice route..
btw.. at 2:25 u missed legendary bracers....
Very good catch. I had to watch it a couple of times before I saw them.
Watching this makes me realize how slow my DH farms even with great equipment and it gets even slower after the patch with the ToC nerf.
10/11/2012 4:00:24 PM
You ask what to do in your first paragraph and then list in detail what you should be doing, but don't do, in your second paragraph.Posted in: Demon Hunter: The Dreadlands
You already know the answer to your question. Use Gloom. Use Smokescreen. Get more resists. Items with resists are very cheap, atm. Drop the Windforce and get another bow.
Your build doesn't make sense. You're using Sharpshooter but you have almost no Crit Damage, so it's being wasted. Get a bow with crit damage and a socket. Kill faster. It might be time to lose the MF if it's impacting your build to the point where you can't survive.
The mobs don't hit harder until a few MP levels in. Anything under MP3 and you'll barely notice a difference. They might even hit for less.
10/11/2012 2:47:42 PM
Posted in: Demon Hunter: The Dreadlands
I'm going to rate it a 6/10, just for the lack of defense and any DH specific extras. You've got no resists, no additional hatred regen, and no additional discipline, which is really gonna hurt when you start climbing MP.
Nice start, but you don't need to neglect other areas to concentrate so much on Dex.
Fire away at mine...
A couple things that don't show up on the sheet. I have 623 physical resists to go along with 479 AR. I, also, have 10% melee damage reduction which lets me tank a lot of mobs. I've gotten a little lazy from doing this and am going to have trouble getting used to kiting again and not relying on ToC to burn everything.
10/11/2012 1:51:02 PM
It depends on what you mean by "farm". Are you talking about farming for items or farming for XP because there is a big difference.Posted in: Diablo III General Discussion
If you're talking XP, then I would agree that the Alkaizer route may still be good.
If you're talking about items, then some of the older runs with packed elites will probably be the new runs (VotA, Watchtower, etc.)
The sweet spot completely depends on your gear. At first glance, I thought MP 7 looked like the best due to the additional MF and XP.
Edit... I'm not sure if mobs in Act 1 are going to have less health than the mobs in Act 3. Remember that they need to, first, bump these mobs to level 63 and then add the additional %'s for MP. You can see what I mean if you look at the other thread with bosses (skeleton king and butcher have more health than most other bosses).
10/11/2012 1:42:36 PM
Posted in: Demon Hunter: The DreadlandsQuote from baron01
I see a problem in your reasoning. I agree with the first paragraph as today it really is not about damage but rather how fast you are moving from one pack to another.Quote from WonsieBut tomorrow or when 1.0.5 is released everything will change. I've done a lot of testing and such on PTR and what I know for a fact, monster power is the nerf natalya legacy needs. Because when handleing higher monster levels such, you wont have the damage high enough with the lagecy peices. The damage difference between natalya legacy and then new natalya or random peices is such a huge deal. I would gain about 90k+ damage just from taking off my natalya legacy set and put on the other.
Because really what is natalya legacy all about today, everyone you ask it is all about speed/vault. But after the patch? if you play monsterpower 7-10? speed wont really matter because it will be slow enough. You may not even be playing with vault because 24% movement speed will do enough.
With the patch 1.0.5 the speed will come from how much damage you have, pure damage output. The more damage you have the faster you will farm. It wont be about how fast you can get disc back. So my two cents is. Get as much damage as you can, and stop compareing natalya legacy or not. Because people will soon see what a nerf it is to miss out on the damage you gain from the other gear rather then natalya legacy. And with the buffs to Natalya's embrace i saw in news yesterday, it seems it will get even more dex/vitality, so legacy will stand even less chance. Seems mempo helmet is getting buffed insanely much also.
It is the later argument I do not agree with. You reason that with higher monster power--7 to 10--you will need more damage to be efficient. However, it is quite obvious that the hp scaling currently in place is so harsh that no amount of additional damage will allow you to maintain same efficiency (understand as kill speed) as in 1.04. This is a point where Natalya's legacy 4P bonus come into play again due to inherent DH mechanics built into D3.
DH is using discipline to fuel all tactical and defensive skills in the game. These skills generally help you to mitigate or avoid damage and keep monsters at distance from the character. Current monsters (1.0.4) have damage and HP values scaled in a way that corresponds with required expenditure of discipline during an encounter. The better is your gear, ie. damage, the faster you kill your enemy and the less discipline you spend on survival or maintaining the distance between you and the enemy. Now consider the changes in 1.0.5 that will introduce monster power that is no longer maintaining the balance between damage required to kill a monster and the expenditure of discipline to survive or keep monster at bay. This is an issue of higher monster powers, lets say 7 to 10, where HP scaling is very harsh. Azmodan can be used as an example: 1.0.4 - 7.7m HP; 1.0.5 - 43,5m HP.
Once you realize that you can not increase your DPS output enough, you will have to resort to increase your longevity, ie. discipline-fueled tactical and defensive skills, in order to succeed. This is where Natalya's legacy 4P will shine again.
I have a character with roughly 110k character sheet DPS (w/o SS). There is only few monsters in 1.0.4 that give me a challange but exactly those monsters are the ones that put hard strain on my discipline usage. Examples are tremors, accursed and the infamous phasebeasts. These monster types require extensive use of traps, smoke screen and/or shadow power in order to be defeated because they are either fast, durable, hard hitting or any combination of those characteristics together. I still kill them now (in 1.0.4) because my damage output is sufficient to dish out enough damage before I run out of discipline. Now fast forward to 1.0.5 when those monsters suddenly have 10x or more HP but your DPS can not be increased anywhere near that amount. This is where superior discipline regeneration from Natalya's legacy 4P bonus will be extremely useful again.
The only good point about this is that Blizzard was smart enough to design monster power in a way that you are not required to play on high MP levels to get the best loot. The loot is the same on MP1 as is on MP10. You get a bonus to MF/GF but the loot is of the same quality. Therefore, you are not forced to play on those high MP levels to inevitably face issues with discipline and be put against impossible option to obtain the unobtainable or fail--obviously you can spend billions of gold to buy legacy Natalya set but since the amount of available pieces is finite now, large portion of DH population will never be able to obtain it.
Both posts make good points. We're really going to have to see how it goes and do some extensive testing, but contrary to Baron's opinion, I think the new set will be better at higher MP levels.
My opinion.... The discipline regen of the old set won't outweigh the stats of the new set +20 additional disc. At higher MP levels, anyone using the old Nat's without high AR will basically be back to the days of glass canon. Even permanent nerfed Gloom won't be able to handle the 300%+ damage increase without resists and this is where the new set shines. Taken as individual pieces, the new set blows the old set away. The ONLY reason to have the legacy set is for the regen and everyone that has, or had, the old set knows they were gimping some of their stats by having it. With the nerfs to Gloom and ToC, they are removing most of the reason of having infinite discipline pools. As Wonsie said, most of the reason for the regen was to increase farming speed and running from elite to elite, which disappears at higher MP levels.
Besides, you can still practically have permanent gloom with the new set if you have +10 on your quiver, chest, or ammy and use Prep. Changing the cooldown from 3 seconds to 5 seconds is a huge impact when you have 60 discipline.
10/8/2012 11:22:31 AM
Hey Dretar... was just wondering if you were still playing and if you were planning to change the spreadsheet after the next patch. I'm guessing it would be v2 with all the changes in this patch.Posted in: Demon Hunter: The Dreadlands
10/5/2012 10:24:15 AM
Posted in: Diablo III General DiscussionQuote from TurtelQuote from VuronThe only thing that makes this ring better than a rare ring the "no level requirement". Rare rings after the patch can roll with ilvl 63 affixes, so can blow this away.
Excuse me, but how exactly?? If we are talking about pure dps, no surv/util then lets think about it. Rare rings can have 6 props, this ring has 7 of which 4 are random and 2 have a dps purpose. There are 5 dps stats: primary+chc+chd+as+damage. Hellfire ring can roll all of these, with same values as a rare, but has the proc on top which makes it a winner (doesn't matter by how much).
If you are talking about a well balanced ring with not only dps stats, its still far from a bad ring cuase it would only have 1 less stat (primary+4randoms=5) than a rare, but the proc still counts for something and 35%xp is extremely valuable for most players ( look at Leorics. How much stats do ppl give up for THAT?) , those that are not 100 or close to it.
The problem is that it "does matter how much". Like I said in my post, it is a risk (or time) versus reward. How many times are you going to farm the key wardens, open the portals, pray that you get the right portal and they actually drop the materials, and then create the ring, praying that it has useful affixes? waTiem nailed it with his post when he said this ring drove interest in the game. Now, it won't be different than any other high-end ring and defeats the entire purpose of the, supposedly, end-game content that is being added with the patch. This ring was supposed to be part of the end-game content and SHOULD be BiS.
The problem that I have is when they make content and then a major change makes that content useless or obsolete. How many people actually farm Whimsey since the chest nerf? For that matter, how many people even bother making the staff, anymore.
10/5/2012 8:07:32 AM
Posted in: Diablo III General DiscussionQuote from Ashes
No level requirement, good proc, high main stat and guaranteed 4 random rolls is useless? Well in that case I want a few more useless items like this.Quote from JiccoIt's not how OP it was. It's how useless it is now, lol
Did people really believe there would be a ring with 3-5m damage proc? Really?
The only thing that makes this ring better than a rare ring the "no level requirement". Rare rings after the patch can roll with ilvl 63 affixes, so can blow this away.
3-5m might be a little much, but they nerfed it too much. It's a risk versus reward thing and now the ring isn't worth all the farming and luck involved in getting the materials to create it.
20k isn't much of a proc when I'm already doing crits for 350k. I would probably lose dps by replacing my current CC and CD ring and replacing it with the hellfire. If this is supposed to be the best ring than it should be the best ring.
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