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    posted a message on Black rock ledger???
    Quote from Mad_Tomgo-next

    Here the video as promised:

    https://www.youtube.com/watch?v=jrYqPuB0hLQ

    Did you try to put all the 5 stranglethorn pages in at same time also?
    Posted in: Diablo III General Discussion
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    posted a message on Black rock ledger???

    I only have 3 of the black rock ledger pages (can't remember number exactly). And tried using 1 in cube, and what happened where that it made it into a green hills of stranglethorn page with same number instead. No idea if these pages will have any use, or if they are gonna be just like blackrock ledger.


    Don't have all of the pages so can't check what happen if you use all at the same time in cube. But know that once you made a black rock ledger page into a green hills of strangelthorn, you can't turn it back into black rock ledger.

    Posted in: Diablo III General Discussion
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    posted a message on 2.4: Any potential in a Raekor Nuke build?

    Don't forget about the new barb wep:

    • Redesigned Barb Polearm: Standoff - Furious Charge deals increased damage equal to 200-250% of your bonus movement speed

    Not sure how it works, if they mean the ms we get to use, or the ms that's on gear also. Guess it's only to a maximum of 25%. Since if we could benefit from all items with ms it would be 73% ms what I could figure out. And that would be way to much dmg tbh.


    Since with just 25% ms that wep would make our Furious Charge do between 5000-6250% more dmg. Which sounds resonable. In comparrison to if we would benefit from all 73% ms that would make it do 18250% more dmg. Almost a x3 increase. And even more with Krelm's buff belt until we take dmg.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on [EU] <HC> Horadric Council

    Horadric Council is looking for more member to get some more active members to play with, we are currently running low on active members since alot have went on a break (or waiting for next season). So if you want to hang out with nice and friendly ppl you are more then welcome to join us. We have no requirement to join, and we are more then happy to help you learn and evolve in the game :)

    Posted in: Clans and Communities [EU]
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    posted a message on [EU] <HC> Horadric Council

    Season 4 has been here for almost a week now and we've got some new members, but we want more, and especially some high geared ppl for speed gr's. So if you want to join a friendly clan but still get some high lvl play you're more then welcome to join :) But you don't need to be a high end player to join, we accept everyone hc and sc ;)

    Posted in: Clans and Communities [EU]
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    posted a message on Another mimic buff!?
    Quote from Wizjago-next

    I just tried and mimics dosnt pop blob ... maybe they thought it was too strong and ninja hotfixed back ^^ (yes i was using suwong divir and grin reaper)

    Are you sure you didn't get blobs? Logged and tried it again after reading your comment and the mimics still did benefit from the SuWong Diviner leg effect.


    I was just using spiders and wall of death to spawn mimics, and when they cast acid cloud there was alot of blobs on ground (I never used acid cloud once). So this proves that they do spawn blobs also now :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Another mimic buff!?

    I more ment buff in the matter that most of us thought that it was suppose to work like it did until this hotfix, and the hotfix did make it stronger, even tho it's where it suppose to be according to blizz now. So the hotfix gave mimics a smal buff in that matter :)


    But no matter what, it's still a good thing it works as intended now :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Another mimic buff!?
    • Fixed an issue where the Mimics spawned from The Grin Reaper would not benefit from SuWong Diviner (8/13)

    Did blizz just buff mimics another time?


    Read this and had to enter ptr to try it out, and mimics do now benefit from the leg affix on SuWong Diviner staff. So now the mimics also spawn lobs even if we're using the acid rain rune for more area. Not sure how big of a buff this is, but remember there beeing a discussion if acid rain or lob blob bomb rune was best to use. But with this changes I guess acid rain is by far the best rune to make up for the mimics bad targeting :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on SuWong Diviner elemental damage
    Quote from mdcwdziesgo-next

    It uses the elemental damage type of the rune you have selected, this issue came up with Whirlwind and 6pc wastes and using other runes, it would use the rune you have on your hotbar, not the one given by gear. I assume this would hold true for this, and k'mar tenclip and drifting shadow rune, and other such items that give you an additional rune.

    Yeah, it is what sounds most resonable atleast. Just became confused when I heard big streamers say that the blob did poison dmg like it always only could do poison dmg and not the element that was selected on skill bar. So thanks for clearing up on the subject :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on SuWong Diviner elemental damage

    (Not sure if anyone asked this question before, but I couldn't find it anywere.)


    As ppl who either played PTR or read patch notes know, wds get a new staf in patch 2.3 called SuWong Diviner that gives Acid Cloud the Lob Blob Bomb rune. My question or confusion is about the elemental of this rune. Will it use the poison dmg as if we were using that rune on the skill, or does it use the elemental of our active Acid Cloud rune on skill bar? Heard ppl say it does poison dmg, but I feel it should work like the ww set for barbarians where their dust devils use the selected elemental on ww skill.


    So if anyone know or have tested this it would be kind to clear up this confusion :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Idea on a wd spirit set
    Quote from FTS Rosengo-next

    I like the sounds of this set a lot, Haunt is one of my favourite abilities although a bit slow and awkward at the moment. How about this for a 6 set bonus:


    When you afflict an enemy with Haunt a spirit is summoned to attack your enemies (up to a max of 10). Each active spirit increases your intelligence and mamimum mana by 10% and when a spirit strikes an enemy afflicted with Haunt it explodes dealing Haunt's remaining damage to all enemies within 20 yards.


    The visual could be a bit like Anub'arak's locusts in heroes of the swarm, hovering around you until a haunted enemy is within a certain distance. Reminds me a bit of shadowpriest play in WoW too.

    I like the idea you have, do you mean the spirits attack in meele range or how did you mean they works? If the spirits attacks enemies within a certain range it could work pretty good with using Horrify and Soul Harvest.


    Never played shadow priest in wow or Anub'arak in Hots, so not sure how they look or work. But your idea with the explotion to speed up haunt dmg is probably better then the initial idea I had to just increase haunt dmg to be equal to other set's dmg/sec skills (like the new Archyr sets spider that does 500%/sec).

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Idea on a wd spirit set

    With the new set and revamped Helltooth set I've been thinking about what else could come to the wd. I feel most sets right now is focused on the pet skills (or creature spells). But the spirit spells have not got that much attention or love, except for on the old and not that good Jade set with it's use of soul harvest and haunt.


    So my thought was to make a new set completely about the spirit spells and part of beeing a wd. Here we go!


    The main idea:

    I've always liked the spell Spirit barrage. It's a good looking spell that is fun to play with, and the runes makes it have alot of choices on what to use it for. This spell is the main spell for the set I've started designing.


    The spirit spells are:

    • Haunt
    • Horrify
    • Spirit Walk
    • Spirit Barrage
    • Mass Confusion
    • Soul Harvest

    The set:

    Shadewalker's Embodyment


    (2) set: Spirit barrage gain the "well of Souls" rune.

    Enemies hit by Spirit barrage is also affected with Haunt.


    (4) set: Enemies affected by Haunt deal 35% less dmg to you, and take 20% more dmg for 10 seconds.

    Horrify gains the "face of Death" rune.


    (6) set: You are surrounded by spirits. Every second another spirit comes to your aid. Each spirit increase your intelligence by 10%. When you're surrounded by 10 spirits they will fly away and fear enemies (this will reset your intelligence stack).


    The runes used in set bonuses:


    "Well of Souls": An additional 3 spirits seek out other enemies and deal 65% weapon damage as Fire.


    "Face of Death": Increase the radius of Horrify to 24 yards.



    The pieces:

    I wanted this set to use some different pieces then the rest of the sets, to be able to choose to use either another 2 set bonus or 2 legendaries for the effects. This made me choose following pieces for the set. I've also choosen to give the set 7 pieces to make it possible to customize our setup a bit more.


    • Head
    • Chest
    • Hands
    • Belt
    • Pants
    • Boots
    • Neck

    (My concern with having this set capable of using another (2) set bonus is that it might be mandatory using the bonus from Jade set. But let me know what you guys think.)


    Conclusion:

    When designing the set bonuses I used the idea that the (2) set is utility, (4) set is defensive and (6) set is damage. During one stage of the process I was thinking of using a simular mechanic as the Firebird (2) set bonus have. That you get another second chance proc. Making it a spirit ressurecting you, or just putting you in spirit form and regen some of your life and mana. But having proper dmg migration from the set felt more up to date with the amount of dmg we take in higher gr's.


    I hope that you found this and interesting idea and I gladly hear your thoughts and ideas that could make this set good and competitive with the set's we already have :)


    ps. This is just an idea, and the values might be way off from what they need to, or way to strong.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on With all the new legendary items being introduced every season...

    Since most ppl find items so fast anyway I don't realy see this as a problem. And there's always Kadala to search for items :P

    Posted in: Diablo III General Discussion
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    posted a message on [EU] <HC> Horadric Council

    You are more then welcome to come and try us out if you want :) I can add you tonight when I get home and inv you, or if you'd like just search for Horadric Council and an officer will accept you when 1 get online :)

    Posted in: Clans and Communities [EU]
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    posted a message on [EU] <HC> Horadric Council

    shamelessly advertising...bump...

    Posted in: Clans and Communities [EU]
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