month/day/hour? Oo I guess that would be 07/20/17. Interestingly 17 is also true for year
Next Thursday, 5pm of your server's timezone. I made a countdown here:
month/day/hour? Oo I guess that would be 07/20/17. Interestingly 17 is also true for year
Next Thursday, 5pm of your server's timezone. I made a countdown here:
You gain max XP by running the highest GR you can run considerably fast and consistently (3-5 minute clears). Bonus XP gear has been nerfed to death and is mostly useless, with some exceptions but those don't apply here. Just gear for max DPS (or max survivability and buffs, if you're the support character in a group, which is what your Cain's character and the guide you linked is about).
And a general note: Quin has sadly left Diablo 3 and is just playing WoW these days, his guides are outdated for the most part as he hasn't touched the game nor his guides in about a year, and some stuff has changed since then. So look for other builds in the build tool and always make sure they're from this current patch.
Here's a "professional" fact, not even opinion:
We don't know. Meta has changed in every other season mid-season, and the meta as we saw it one week before season start has almost never been exactly the same at the end of the season.
Currently, it looks like 4p is sup monk, sup barb, LoN WD, and necro as RG killer. In 3p you take any of those out (except for monk). In 2p it's even more uncertain, probably monk+WD and monk+wizard and monk+necro depending on what you want to fish for (RG with adds for WD or good mob type for an RG killer DPS). But honestly, all that is just super second guessing. We have no clue, especially since we might not even have seen all of the necro changes, and the current iteration is just out for one week. And I personally am 100% sure there's gonna be other exploits/bugs so I expect a rough season with lots of changes and potentially even a shortened season (like S2).
2 DPS necro is unlikely; you can certainly do that, but having two classes is almost always beneficial, and especially once you go above GR100 the monk is almost irreplaceable thanks to its powerful healing (alongside lots of other useful buffs). But it can work - there's a GR105 clear in 2p in Europe currently by a Hammerdin+wizard. But of course they're paragon 3000 and could potentially clear GR110 solo themselves, so that puts that GR105 in a different spotlight.
That's something I read a lot and disagree with. For various reasons.
No big changes to any other class. Why would they - all the developers focused on (had to focus on) was getting the necro to a sort-of ready state.
Besides, what's the point. Even if all other classes would receive insane buffs and be super strong or whatever - most players would still stick to necro NO MATTER WHAT, simply because it's new. So I can totally understand that in this patch Blizzard didn't do much about other classes. On the contrary, imagine all of the sudden a new meta emerges (like support WD+crus and monk+barb DPS). Completely making this up. So people would have to play "old classes" and couldn't play the new class in groups? As it stands right now, necro won't be able to keep up in speed farming anyways (maybe that'll change) so there's only gonna be 1-2 spots in the push group meta (I'm sure players will find a way to have the necro as RG killer, and potentially a 2nd one as zDPS though that's very unlikely as diversity trumps class stacking in most cases).
So basically, making huge changes to other classes would just be a waste when the majority of playerbase wants to play the new class anyways.
Ask 10 people and you get 20 different answers.
This season offers great Haedrig's overall. DH, Wizard, Barb get their main farming set. The Rathma set is getting buffed right now. Helltooth (Garg or WoD) is still an insanely strong set, despite everyone switching away from it. Raiment allows for some pretty fast monk farming spec, obviously you want to transition into SWK sooner or later. No clue about the current Roland's performance.
None of the sets will hold you back for ages, and you should choose the class you enjoy the most.
While *I* personally would like to try one of the top rifts, at least one week, I assure you that if we got a rank 1 clear as CR only very few players would be able to even get the cache in that given week. I mean, watch Wudijo do the current Challenge Rift on stream and then try to do the same things he does and beat his time. Good luck beating him. (Last week no one did, this week he's #3 again with only a few attempts so far.)
With that in mind, I hope Challenge Rifts finally put an end to the bullsh*t argument that "Diablo 3 requires no skill" and "those players are only up there because they have so much gear/paragon".
Hm, I'd see it the other way around. Where does the ring state "necro-only"? I don't see it anywhere on the ring or in the description (the quote in the flair is by a necro, but that doesn't mean anything). Until Travis confirmed it in the Twitch chat two days ago I even thought the ring was actually meant to be used by other classes. After all, for some classes it's not even that much of an upgrade; especially if you consider LoN builds it replaces things in cube like the Ring of Emptiness for WD (similar buff) or CoE for crusader (which almost only deals damage during the physical cycle, so a 50% damage buff).
While I consider both Krysbin's Sentence and Grim Reaper/Frailty exploits, I think bans should be handed only for the use of the Necro-only ring by a non-Necro character. The other case is simply a bug that should be patched and Era advanced to 9, because the player have no way to know if that is intended gameplay by the developers or not. Yes, we can all expect that this is not an intended gameplay with 99,9% certainty, but when it is not 100% as in the case with the ring, which clearly states "Necro-only", bans won't be fair.
[Summary, FAQ and video compilation at the bottom]
so it's been a while and with season 1 now being concluded, I decided to come out with a few things that I have learned about DH in 2.1.2 recently. Because I got a little unlucky with pylons pre-patch, I still had to up my rank a bit before the end of the season, so I decided to try out various things. As always, there was so much misinformation floating around on the forums that I decided it would be best to not trust any of it, and after some initial testing, I went with Cluster Arrow. Following some disappointing attempts with the grenade-heavy runes of the skill I realized that in solo play, the accuracy and utility of rockets is pretty much unbeatable, so I was left with two choices: Physical and Cold. Since the mainstream was focusing on Cold so much, I decided to start with the other one first, and cleared a tier 50 rift after two tries on patchday, and my tier 52 rift quickly thereafter, lifting me up to the second highest DH solo clear after patch 2.1.2 (only to be beaten by my clan mate Kampfkoloss) and a top 10 spot overall. I have also used this build on my hardcore character to get two then-rank 1 spots (tier 44 + 45, beating my own previous rank 1 twice) shortly after the patch, even with suboptimal items, and also took it to even higher tiers with great success.
Since I didn't want to rely on my gut feeling alone, I needed some math to back it up. I wanted to be as exact as possible in order to produce the best possible combination of items, skills and stats; some basic napkin math just didn't catch it, so I crafted a spreadsheet to include everything. I calculated the damage versus various amounts of enemies, factoring in accuracy loss (because you can't hit everything all the time) and area damage, different weapons (generic 2h Xbow, generic 2h Bow, Etrayu, Kridershot, Calamity), various combinations of runes for Kridershot, follower, sentry deployment and multiplier for sentry effectiveness, health globes, CD use, buff uptime, time spent on RG / elites / trash packs, legendary gems, generator:spender ratios, just everything, and weighed the numbers to my best knowledge. Even though I had ceased testing with Hexing Pants pretty quickly back on the ptr, I was encouraged by oogieboogie to continue to do so on live, and I have also plotted this item against the very common Pride's Fall, with interesting results. (FYI: You can keep the bonus of Hexing Pants when constantly stutter stepping).
Here is a screenshot of a part of the spreadsheet to give you an idea how I calculated things in there. Disclaimer: The purpose is not to calculate actual damage values, but to provide a comparison for different builds. (Full-scale link: http://puu.sh/fpAvZ/6b1f3247a1.png)
There is also a second page where I basically calculated the effectiveness of the different runes based at its heart on "rift composition", which looks like this. (Full-scale link: http://puu.sh/fmjnj/16126b7bcc.png)
There's also some more, like a whole page devoted to Kridershot and the results of all the different weapon types. Still, the most interesting part of this whole thing is this, where "Element = 1 is cold, = 0 is physical":
Note that physical pulls ahead for every weapon type. Cold vs. physical is pretty close for Kridershot, because I included the Spitfire Turrets for cold, but not for physical (since you will slow with Elemental Arrow), causing the gap to narrow by ~8%. For every other weapon, physical wins out by approximately 10%, even considering that you will spent a lot less time on the RG and elite packs because the rockets are considerably stronger in those situations. Hexing Pants lose effectiveness if you get a power pylon and gain some more if you get a channeling. If you lose Pride's Fall buff more than once per minute, you should use Hexing Pants in any case. If you get a plagued elite pack during your rift, Hexing Pants is almost guaranteed to be better.
The numbers uses in this spreadsheet are the values I have on my items; I used the same numbers for all bows (because I have neither an Etrayu nor a Kridershot), my Xbow and Bow rolls are within ~2-3% of the maximum, while my Calamity is lacking behind by ~6-7%.
Some further information about itemization:
- Resource cost reduction is king
- Hatred reg vs RCR on quiver is about ~1% worse for Xbow, increasing up to ~3% for Calamity. Hatred reg + RCR is also an option (another 1-4% worse than CA)
- Area Damage is very strong, close to RCR on quiver and weapon (~-2-3% worse), depending on rift layout this might even shift into a net gain
- CDR is not really important (e.g. dropping 12,5% gem is a ~3% loss), the best combination for shoulders is RCR, Sentry, Area Damage
- CA wins out by far vs Sentry on quiver
- Taeguk is the best third legendary gem to use in conjunction with Zei's and Bane of the Trapped, by far. Enforcer is an option in group play (requires ~150% external damage increased by skills at about rank 60 of both gems). BotP is a ~3-10% loss.
- Ancient Saffron Wrap is an option compared to nonancient Witching Hour (2-5% worse)
- Hellfire Amulet is probably unbeatable
- Using a generic 1h Xbow is not worth it, Calamity is a ~8-12% boost
- Always get % damage on your weapon, and add RCR to it (not for Etrayu). IAS is okay for Kridershot as well (~2-4% worse)
- Kridershot 3 Hatred vs 4 Hatred is a ~3-4% dps increase
- Dropping Reaper's Wraps for IAS bracers is an option, possibly a gain with high attack speeds
- Elite dmg is not included in the calculations, but it should be safe to assume that you will be fighting elites about 1/2 to 2/3 of the time, thus every point of elite damage should boost your overall dps by ~0.5%
- Zei's is not included for now, it's safe to assume that your sentries benefit a little less than you do, and Kridershot with Spitfire Turrets will benefit a bit more from Zei's
The exact skills used are these: Build
Use Steady Aim, Single Out or Night Stalker (with Calamity) as your 5th passive, and Frost Arrow + Spitfire Turrets or Nether Tentacles as your generator with Kridershot.
Some closing remarks: Please note that by choosing to run physical, you won't suddenly clear tier 50 easily. It's still difficult, you are still going to get oneshot, you will still have to dodge everything. It's a ~10% increase over cold, plain and simple, if you have a well-rolled Etrayu, it's even less. For lower tiers, you can still stack toughness and Unity if you like, the gearing priorities don't change at all. I hope this information helps and encourages you to try out the physical element of the Demon Hunter and make your character stronger as a whole. The spreadsheet will be improved upon in the future, and I have many ideas that I need to include and test ingame, but this will take some weeks or months. I will share what I know when I find out new things.
I will return to streaming very soon, I just had a busy time at university during the last weeks/months, but this will be over in a few days. Feel free to check out my Twitch channel if you want to watch me play and interact with me, or look for me on Youtube. If you are interested in more of my recent work, you should check out this thread and the links there for some information on the lightning DH in 2.1.2. (As of now, I'm not sure if lightning will take the top spots in the end, since you essentially need to stack layer upon layer of good RNG (in terms of drops and rift) in order to complete a tier ~55+ rift, which makes it a lot easier for versatile builds like this to achieve.)
Tier 52 sc [Era 1]
Tier 48 hc [S1]
Tier 52 sc [Era 2]
Tier 45 hc [S2]
Tier 51 sc [S2]
Tier 52 sc [S2]
Tier 49 hc [S2]
Physical is about 10% stronger for solo GRs that you complete in close to 15 minutes. For this purpose, almost all the weapon choices are very close to each other (given equal rolls), and cold Kridershot or cold Etrayu can compete. Quick runs favor cold, and groups favor fire. Stack RCR, learn to use Taeguk and run with zero toughness for maximum efficiency.
Keep in mind that I use some more clear-cut answers here than usual to keep it short. As always, usually the answer is "it depends", and you should read it up if you want to know the details. You'll find it somewhere.
Is physical really better at all times?
- No, it isn't. These calculations are done with very concrete assumptions in mind, and there will be rifts where cold will in fact be close to or even better than physical, but these are very rare. In turn you will also find rifts where physical is even stronger. I've tried to strike a balance here. Especially for speed runs and T6 you might want to consider cold because you'll oneshot many enemies anyway. Fire is not an option for solo.
Which weapon should I use?
- Usually I just recommend to use your best-rolled weapon. You have to keep in mind that these calculations are done assuming exactly 900 seconds runtime. Xbows gain an advantage for quick runs because you have to spend less time shooting and regenerating, same for group runs where you usually have people spawning globes for you. In extreme cases (e.g. zerodog WD), a fast weapon will be better.
Which build should I use for groups?
- Usually it's fire cluster. Cluster Bombs vs. Loaded for Bear is still open to discussion, both is used by top performing groups. Each has its advantages, just try them out. Physical can be really good in speed runs where it's your job to kill elites and RGs, e.g. when you have Monks or Barbs clearing the trash.
What to choose if I don't want to use Taeguk?
- Difficult to answer, because all the options are really bad. Usually I recommend BotP, but you really should get used to Taeguk if you want to go higher. Enforcer can be an option in groups if you die a lot, Pain Enhancer is crap. If you don't like any of these options, get a Phys, Dex, CC, CHD amulet.
So what's better, Hexing Pants or Pride's Fall?
- I recommend Hexing Pants for Xbows and Kridershot, Pride's Fall for anything else. If you don't like Hexing Pants, Pride's Fall is still fine. Other options are not even close dps-wise. For groups, always use Pride's Fall.
So how about the 5th passive?
- In short, my preference: Single Out > Night Stalker > Steady Aim. For speed runs, you can consider Blood Vengeance. For more info, see above. I strongly recommend to craft a Hellfire.
How should I reroll my items?
-Check the part about itemization above, and don't use any toughness. If you don't want to go full glass cannon, you can use a Unity instead of SoJ. For more toughness, replace these stats in the following order of priority: 1) Shoulders: Sentry -> % Life 2) Chest: Sentry -> % Life 3) Shoulders: Area Damage -> Vit 4) Helm: Cluster -> Vit 5) Quiver: Resource -> Vit
Edit 4 Feb 2015: Added links to Reddit and official forums
Edit 25 Feb 2015: Added video compilation and FAQ
Edit 28 Feb 2015: Added a quick summary
Quin talks about the 2.2 changes to sets and possible builds.
1. "Monks will be Gods."
---Boost your attack speed through 2 piece Raiment, Flying Dragon, Miranae and Alacrity passive.
---Remove all CHC on your character. This is to game Broken Promise which will give you 100% CHC if you don't crit for 5 hits. With all that crazy attack speed you will have 98% uptime of that 100% buff
---Get perma Serenity through reworked Zodiac ring that now gives RCD to one of your skills every time you use a resource.
---Quin thinks this can easily take you to GR50s and was able to get his sheet dps to 10-11 million through some gear optimization.
2. "Monk Sentries"
---6 piece Innas now causes your Mystic Allys to cast spenders like EP, LTK, WoL when you cast them.
---2 Piece Innas doubles the passive effect of your Mystic Ally and base passive effect of your Mantras.
---In the video he shows how you can range down mobs by casting EP through your Mystic Allys, effectively turning Monks into M6 Demon Hunters.
---However the effect of the rune used for the mantras is not being doubled. Also the fact that you are forced into using the Inna wep instead of a Furnace if you want the full Inna-Wuko synergy kinda holds this build back.
3. "Raekor Monk"
---4 piece Raiment increases wep dmg of Dashing Strike to 5000%
---6 piece Raiment makes Dashing Strike cost 50 spirit and refund a charge when used.
---Use reworked Zodiac to have perma Epiphany : Insight. Through this you can spam Dashing Strike to your hearts content.
---Using un-optimized gear and a 4k Furnace he was getting 700million crits. He thinks 1 billion hits can be achieved with optimized gear.
Edit:- Sorry for just posting the vid Baggy
No. No they don't.
That is a fraction of the actual number of games being played.in public games, seasonal and non seasonal combined, there are usually no more than 1000 people playing .. thats all the modes.
Diablo 2 had way less of an endgame. It had PvP, sort-of. But aside from that, D2 didn't have half the endgame features that d3 does.span>blizz had 2 previous games + their respective expansions to know what to do, what the players liked, and what they didnt.... including the "i beat the game, what now?" part.
That's because there isn't an equal chance.Quote from halvliternBut it seems like some stats are harder to roll than others?
It's like if you have 8 possible stats to get on your reroll. Some of them will show up again and again. While others never turn up.
It does not seem like there is an equal chance to roll all stats.
Well done.Quote from BagstoneYou need some long-term goals; with the weapon vendor as proposed by OP there would be nothing left to do after a few days of playing.