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    posted a message on How to enjoy public games with Barbarians around

    As a wizard I use the teleport wand with arcanot and astral presence which provides unlimited teleports. Monks have ingeom with infinite dashing strike T6 farm.


    Either of those would make keeping up the pace easier, but requires specific items.

    Posted in: Diablo III General Discussion
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    posted a message on Why finish rifts after guardian is dead?
    But the quicker you close the rift

    = the quicker you go through your rift keys

    = the more time you have to spend doing bounties



    Bounties are time consuming as well and the legendary rate is poor. By closing the rift earlier you are effectively decreasing your playtime ratio of rift:bounty. That has an impact on your overall legendary drop rate as well.
    Posted in: Diablo III General Discussion
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    posted a message on Best way to get high level trial keys?
    the sentries don't auto fire anymore, so doesn't seem as efficient. Was curious if people were having better luck with this new system or worse luck?
    Posted in: Diablo III General Discussion
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    posted a message on Best way to get high level trial keys?
    Before the patch was using a solo DH to get 43-44 keys when sentries were auto-firing. What is currently the best way to get high level keys now both solo and in groups?



    Any tips?
    Posted in: Diablo III General Discussion
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Firebird is generally pretty boring, but as far as higher tier GR go and pushing the leaderboard it actually requires a great amount of skill and tactical gameplay. On that front I really enjoy it. I think Blizzard really put itself in a box with the mechanic though, because the damage output is so consistent that you basically just cast fire on everything and let things burn until death. It's really hard to offer styles of play that can be as competitively consistent.

    My hope is that whoever is responsible for balancing the Wizard class will really take a look at Delseres, Vyrs, and Tal Rashas to really hone in and offer four uniquely different yet balanced levels of gameplay. Find a way to make it so that no set really outshines the other and start with Firebird as a base. Once you hone in on that, then maybe branch further out with newer sets and balancing some legendaries in the mix.

    The Tal's suggestion in the post above mine seems like a no brainer. All elemental damage should equal your highest. That alone would go a huge way to improve the set. Also, no meteor casts on breakable objects.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Rank 9 so quickly. :( Guess I'll have to push harder. Grats Jaetch!
    Posted in: Wizard: The Ancient Repositories
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    posted a message on PTR 2.1.2 Changes to Wizards: what are the news, what to search for now?
    I think it's hard to know if it will be better than firebird without play testing it. But, it looks pretty awesome. It's just a fresh new style of gameplay that will bring something new to the table.

    My hope is that Delsere will not under-perform or out-perform firebirds, but be in line with it. What we want is equal, but different. If they can perfectly balance the two sets to reach about the same tier of GRs, then they will have a base to bring the other two sets in line with it. This is how they should be tweaking all sets to be this way. Different playstyles, all around the same level of power.

    I've got my boss Gesture of Orpheus ready, although it won't be ancient.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What about pylons in Greater Rifts?
    They said from the start they were going to use greater rifts to help test class balancing, by seeing which classes were outperforming others. Now, it's just a pylon gambling exercise. Why can't climbing the greater rifts be a test of skill instead of a test of luck with pylons? I just don't get it in any respect at all. It's a complete insult on the concept of testing your own character's personal power and an insult to the integrity of the leaderboards.

    To me, regular rifts should be carefree and random. Greater rifts should be as consistent, non-random, and competitive as possible. You've got the best of both worlds and you can choose which exercise you want to devote your time to. If you don't center your design philosophy around it this way, why even bother with greater rifts at all? As greater rifts stand right now they don't test the boundaries of my character, because I only reach the highest tiers by abusing conduit pylons which have no bearing on personal character strength or diligent, effective, skillful and efficient combat tactics.

    By adding more pylons all you've done is created a shift where my best possible clear was the greater rift where I got one or two conduit pylons to instead having my best greater rift be the one where I got three of four. Why can't we have our best possible clears be centered around the greater rift where I utilized my skills and items to their peak efficiency and skillfully cleared the rift effectively? This is what the players want pretty much all across the board.
    Posted in: Diablo III General Discussion
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    posted a message on New look on 'Gift of Ancient' idea
    I like this idea except for weapons, primarily concerning weapon damage. I think on weapons it is horrible for it to include weapon damage. It's too drastic of a change to go from a legendary weapon to an ancient weapon solely because of weapon damage. From a competitive standpoint there's already a big enough gap between those who have found a furnace and those who haven't, but at least there is still a big enough pool of people who have found one to make it reasonable. But to the select few who find an ancient Furnace with 4000 weapon damage? From a competitive standpoint I feel that they will be in a tier on their own that will be nearly untouchable. Finding and replacing an ancient Taskers, an ancient marauder set piece, or an ancient firebird piece, will not have this effect; but I feel ancient weapons will be in a class of their own far outpacing their legendary counterparts to a degree that is too powerful.

    I will tell you now though. From a personal standpoint, all I am going to want is ancient versions of the top end build items I already have. I am not going to start using a Smoldering Core or a Dark Knight Cape just because I find an ancient one. I will just keep hunting for that ancient Furnace, Serpent Sparker, Etrayu, etc. because those are the top end builds.

    ...You are going to need to bring about more build variety by properly balancing legendary affixes to accomplish that.
    Posted in: Diablo III General Discussion
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Finally found a good sunkeeper and was finally able to break into GR42!! Rank 6 America.Once I was able to farm 42 stones on my DH I was able to get a lot of practice and once the stars aligned it really paid off. Being able to use 10 keystones in a row really gets you into a groove, and I think it makes a HUGE impact on success rate.

    Kind of sad I had to abandon my serpent sparker, but thems the breaks. I feel like the only way I could manage that is to find a good TnT and a useable cindercoat with hydra damage. My DH found a trifecta TnT with 50% attack speed, and it is hard to complain about that but was really hoping I'd land that on INT for wizard.

    Now I have to find a way to beat 43...

    Should I be using a witching hour instead at that point? Used SoE up until now, and I feel the mitigation is useful but it is really hard to tell. I guess I'll have to experiment with it more.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Increase Torment Levels
    I don't want to GRIFT unless I am doing one of two things:

    (1) Upgrading legendary gems or (2) trying to go higher on the leaderboard

    Otherwise I would just rather jump into a rift with a group in adventure mode. T6 is too easy and I think a definite adjustment is needed.
    Posted in: Diablo III General Discussion
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    posted a message on Ranking Legendary Necks for Solo Rifting
    Here's my etlich.



    I love it; although I wish the mitigation % was not on the lower part of the roll. The only amulet I would consider replacing it with is xephirian (and even then not so sure), but the four I have found always roll really bad... like no CD/CC/socket. None. Ever. Not sure why that amulet is always so terrible. I would not trade it for Cameo. The damage mitigation from range is just too good. This is especially true since thunderstorm and jailer are both ranged affixes too, so they are mitigated as well.

    The one affix that really bothers me is that frozen orb, because if I don't react fast enough or my teleport is on cooldown it could hit me twice which is certain death. Grrrr. That thing irritates me far more than jailer. At least Jailer is once then done and you can heal it off most times.

    Best rift completion so far is 41 (currently rank 30). If I ever get to rift 43 and beyond, which is highly unlikely, my tune could change.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on world first grift 49 solo
    oh my god, you're not impressed!?

    sorry gaby. guess you did it all for nothing. better luck next time.
    Posted in: Diablo III General Discussion
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Finally broke through and finished tier 41 today with a serpent sparker and blazing hydra. Tried 42 for the first time and was pretty overwhelmed. Gonna need some more practice and good RNG to finish that one. Not really sure what else I can do gear wise except get some good T&T and level them paragons. Found two T&Ts but both were trash unfortunately.

    Kind of feel like I've peaked, but I am going to keep pushing.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Help improving Lightning-Stun wizard.
    Procs no longer proc other procs, so no I don't think the lightning from thunderfury can stun.

    However, I am pretty sure they fixed all the weapon procs to benefit from their elemental % damage off gear. So that should work.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firebird 101: Solo Wizard Greater Rifts


    So I thought my serpent sparker was pretty top notch, but was really having trouble breaking level 39 with it. I finally got a gift for my furnace and then I proceeded to wreck 39 first try and almost beat 40 despite the furnace being pretty average.

    Kind of disappointed. I really want the serpent sparker to be dominant, especially since I am so please with the rolls, but couldn't seem to make it work. I was even use Blazing Hydra and 15% damage from shoulders (which doesnt affect mammoth).

    Maybe if I find a good TnT I can make it work. It seems like the biggest inconsistency is that with a furnace build you don't care about APS at all, but with the serpent sparker variety attack speed affects the hydras so it becomes useful.

    My other thought is to try out the gale wind twister over apocalypse...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Are solo leaderboards rly solo?
    I just want to say that I have never once farmed for a rift key in a group and I have never even completed a single greater rift in a group. I also do not have a DH with 5 piece marauders to farm higher greater rift keys. I strictly play wizard and nothing else. I have done it all solo aside from normal rift runs in groups. You can add me as a friend and check my account if you'd like.

    I am currently in the top 80 of the wizard solo leaderboard (Americas) and I have three gems at or above 40 (powerful, toxin, and zei). My highest greater rift completed is 39, and the one attempt I had at level 40 was really close. I at least got to the rift guardian before the timer ran out. (I can't seem to find a Fire SOJ which is really making me angry at this point considering I have found 7 to date, as I think this would push me to the next level).

    I average starting out at about 31-33 when I do a trial rift, which is really annoying considering I can do level 37 without fail at this point. Sometimes I even get a level 28 keystone when I actually thought I did pretty damn well, which is really perplexing at times. Somehow even if I complete more waves I still get a drastically lower level...

    The one suggestion I like is letting us choose a greater rift level if we've already completed it prior. I wouldn't even mind if this option cost FIVE greater rift trial keys instead of one, I'd still love it.
    Posted in: Diablo III General Discussion
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Quote from Venaliter

    Quote from Jaetch

    6. Hydra positioning just involves placing it a distance away from the target to maximize Zei's output. That's all. It's incredibly easy to set up, the trail stacks on top of one another, and you can also recast Hydra to bypass its APS.

    I had NO idea Hydra damage was increased by Zei's. I have been placing the Hydra as close as posssible to the mob so the fire always nailed him. It's worth it to recast Hydra every time he shoots to reset the APS then, as well?

    Boy, was I doing it wrong.
    You would think that hydra damage would be based on how far away you are from the monster, not how far the hydra is. Has this been tested?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    I am going to have to try out bane of the trapped now. But I need convincing, why efficacious toxin over bane of the powerful?

    Would it also be a good idea to put in Wreath of Lightning on my follower to add more elemental exposure? Does that work? I am using fire spells and cold damage on my serpent sparker for 10% extra damage.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Serpent Sparker in higher GRifts (38+)
    http://www.diabloprogress.com/hero/zed-1489/ignus/1170726

    So I found a pretty decent Serpent Sparker and I want to take it to higher GRifts. I know that most people are using Sunkeeper and Furnace for the elite damage which seems to work very well. Currently used my Sparker and almost did level 38, just needed an extra 30 seconds to take out the guardian and I would have had it. What I found was that the guardian became problematic because the ticks from firebirds were not very high in comparison to when I used Furnace or Sunkeeper, and this was even the case even when they weren't very well rolled.

    I also noticed that in order to put Hydra on my bar I have to sacrifice Force Weapon, which hampers things too as far as the firebird's ticks go.

    I also have a Taskers and Theo but it's not well rolled. It wouldn't have CC and CD, but I can put CD on it with enchanting. In order to retain Firebird's six set bonus for T&T I would have to get rid of Cindercoat... which I find really useful for the arcane power cost reduction.

    What should I be doing to push this to the next level?

    1. Should I be using Blazing Hydra or Mammoth Hydra?

    2. Should I be using Duplicates or Force Weapon?

    3. Should I be using T&T?

    I haven't had a lot of time to experiment yet, but wanted to get an idea of what the school of thought is on this.

    The main place I am really hurting is getting a naturally rolled Fire SOJ, I've found six SOJs and none have been fire. Is this keeping me back not using the legendary gem of efficacious toxin?

    Anything else that I should obviously be doing to advance?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Gems no longer upgrade infinitely?
    Once again Blizzard takes the easy way out. Instead of figuring out a way to make a really neat idea really shine, let's just scrap it altogether.
    Posted in: Diablo III General Discussion
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    posted a message on Discussion: Are the devs out of touch?
    They should have made it where rares are the stat sticks and legendaries are the items that change builds and strictly stuck with this. Rares can roll significantly higher stats than legendaries, but legendaries change your build. That way each slot becomes a more meaningful choice. Do I want more stats here or do I want less stats and a gimmick? The ultimate idea is that if you just put legendaries on every slot, you suffer in stats, so you have to coordinate between rares and legendaries. Right now everyone just puts legendaries/sets everywhere and auto-salvages rares and it's kind of uninspiring.

    All stat stick legendaries need to be reworked to have some build changing idea to it -- ALL OF THEM -- DON'T EVEN LEAVE ONE. In my opinion, EVERY SKILL needs at least ONE skill changing legendary attached to it; and the idea needs to be impactful, synergistic, and build altering if at all possible. We need more sets. Every class should have 5+, **MINIMUM**. Focus on making each one like Jade, Marauders, Akkhans. Those are beautiful sets because they synergize so well with other legendaries. KEEP DOING MORE OF THAT.

    The gem changes are really disheartening to hear... I too was looking forward to them; now not so much.
    Posted in: Diablo III General Discussion
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    posted a message on [Video] D3 2.1 PTR: Torrent-Woh Lightning Version
    Before I found a Wand of Woh I was strictly lightning, but then switched to fire to utilize the rare item I found (how could I not?). Glad I might be able to FINALLY utilize all the lightning items I accumulated playing a lightning spec and the WoW simultaneously. This is going to be fantastic.

    Question I have is does this build move away from cooldown reduction then, since Flash is 3 seconds. I can't watch the video from work, so might be better to just watch later and see if my question is answered in the video. I would assume so, since every primary stat used for CDR is not that much benefit taking it off of three seconds (since CDR is percentage based). But then again, having it be 1.5 seconds sounds awesome too.

    The biggest part I miss about lightning was mirror images + point of no return bubbles for immense crowd control. Wonder if that could be fit in somewhere. But looking at the skill list it would be a tough call.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on WoW + Firebird?
    Anyone tried this out in the new PTR?

    Explosive Blast got a huge buff, and now Firebird's is also buffed. Wondering how this might fair.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Ramalandi's Gift: Counter-intuitive?
    Quote from Venaliter
    Quote from itirnitii

    I feel like it is somewhat counter-intuitive and I have some concerns. To anyone who doesn't know what this item is set to do if unchanged it will add a socket to a weapon basically for free. You get a fifth primary at no cost to the weapons other stats.

    My first concern stems from the fact that having an innate socket on a weapon will go from being the most favorable primary stat it can roll to the absolute least favorable.
    It's completely logical. You'd reroll the socket slot if you had a Gift on hand, or keep it if you didn't. If you think it's counter intuitive, Diable may not be the game for you.
    How do you not see rolling off a socket, just to add a socket as counter-intuitive?

    Yes. You can choose to just not use a gift on it at all, but it's never going to be end-game quality without five primary stats. Four primary stat items will become the new insta-soul.

    Socket is hands down the worst innate affix roll you can get if you plan on that weapon being end game quality. It doesn't exclude the item from being end game quality if the other three primary stats roll fantastically, but it still is the worst you can get as it innately offers nothing, since you can just roll it away to add a fifth primary to replace it as a new socket instantly.
    Posted in: Diablo III General Discussion
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    posted a message on Ramalandi's Gift: Counter-intuitive?
    Right now getting an innate socket on a weapon is on par with the most desirable and useful stat you can get on a weapon. Without a socket your weapon is junk. By getting an innate socket you can enchant any other stat to whatever you want, making the likelihood of improving your weapon to grand status very favorable. A socket roll does not have a range of power (for example: damage range, damage %, or CDR % fall on a spectrum of rolls where they can roll a high value or a low value); you either have a socket or you don't, and when you do it is best in slot and that affix roll is uncontested at max potential instantaneously.

    While this new item, Ramalandi's Gift, is a great step in the right direction. I feel like it is somewhat counter-intuitive and I have some concerns. To anyone who doesn't know what this item is set to do if unchanged it will add a socket to a weapon basically for free. You get a fifth primary at no cost to the weapons other stats.

    My first concern stems from the fact that having an innate socket on a weapon will go from being the most favorable primary stat it can roll to the absolute least favorable. You will never want an innate socket on your weapon as you will just want to reroll it away and use Ramalandi's Gift to replace it for free, meaning the socket roll itself has absolutely no intrinsic value and you will wish it could have been anything but a socket so that you got more value out of that affix. You will never gain any practical use out of getting an innate socket on a weapon drop and the innate socket roll has basically been relegated to the status of completely useless.

    This will only cease being a concern if weapons with innate sockets stop rolling altogether after Ramalandi's Gift is implemented (if left unchanged), which hopefully will happen. But, this will be a complete let down for anyone who already has an amazing innate socket weapon already and can't take advantage of the fifth primary they could have instead.

    Please take note of the fact I am not voicing concerns of the idea of adding a socket to a weapon, I think it is a great idea, and it is better than what we already have. But if five primary stat weapons are going to be the new 'it' thing. It should at least be made so that weapons that already have an innate socket (and enchanted another stat as a natural result) can take advantage of this idea and not be left obsolete.

    I'm not quite sure what a solid solution would be, but would be interested in hearing people's thoughts and/or concerns.
    Posted in: Diablo III General Discussion
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    posted a message on Wizard : Int vs CHD
    I used to try to stack CHC as high as I could at the expense of everything else, but I now just try to keep it at 50-55 since I know I will probably never have CHD at 500+. You want that 1:10 CHC:CHD golden ratio.

    CHD: weapon 130, amulet 100, ring 50, ring 50, glove 50, base 50 = 420 critical hit damage
    CHC: amulet 10, bracer 6, helm 6, ring 6, ring 6, glove 10, source 10, base 5 = 57 critical hit chance

    57:420 = 1:7.3 ratio
    If you include paragon:
    62:470 = 1:7.58 raio (which is better but still not close).

    CHC appears exclusively on a lot more items than CHD does, and when they appear together on the same item slot the 1:10 ratio is always skewed in CHC's favor. So realistically choosing CHC over CHD on any slot where you can only have one over the other I will probably pick CHD.

    For instance SOJ is a common conundrum for this problem. Elemental damage, elite damage, INT, and X. I pick CHD. If you get really lucky you can get elemental damage, elite damage, CHC, and CHD, but INT also gives you resistance so I am not sure I like that option as much, but 50 CHD is still a lot.

    If you do this you have 51 CHC to 420 CHD which is a ratio of 1:8.23
    With paragon: 56:470 = 1:8.39

    Some build play off CHC though and proc things the more CHC you have, so that would be a situation where you might ignore the ratio and go CHC instead.
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Gems - Only for Ring and Amulets?
    Quote from Draco_Draco

    The point is Shaggy, and I'll keep repeating that untill you understand:
    As long as the legendary gem is stronger than the alternative rolls on an item, there is no sacrifice included in the choise. You keep repeating "You'll have to choose", and "you will have to sacrifice". THERE IS NO CHOISE. THERE IS NO SACRIFICE.
    Just like there is no choise between getting elemental damage or not on your bracers, or sockets or not in your chest, there will be no choise in jewellery.
    If legendary gems become as powerfull as actual legendary affixes and enables stronger builds, then sockets in jewellery becomes mandatory. Where's the fun in that? Say that a ring provides you with a 10% dmg boost due to crit chance on it. Let's say a legendary gem provides a 15% boost. There is no choise, no risk, and no reward associated with picking the legendary gem. It's always going to either be a stronger choise (no sacrifice, boring) or a weaker choise (nothing changes, boring). It doesn't matter which item you pick. I just personally think it's a wasted chance to look at some of the pieces that's usually seen as more "Boring" because they don't bring any major stats to the picture (boots, shoulders, legs, chest).

    Gonna try and TL;DR this aswell to try and make sure I get the point across:

    1: If legendary gem is all-powerfull, it does not matter where you put it. It will always be the choise over anything.
    2: If 1 is true, why put it on items that already have decent affixes to pick from instead of boring ones. To give us less crit? Why? Legendary gem is stronger anyway. If crit is 10% and legendary gem is 15%, we still become stronger. Doesn't matter we lost dps one place if we gained it the other. End result is the same.





    As for your whole "they'd just replace normal gems" - so what? nothing more boring than normal gems, really. Pick up a ton, spend 9M on one, never ever lose it, and just chug all mainstat in your gear. How is chugging legendary gems in there any less fun? I really don't get it. As if it's any better to go "ILL JUST ROLL SOCKETS ON ALL MY JEWELLERY AND THROW GEMS IN THERE HURRRRRRRRRRRRRRRRRRR FUN".


    Personally, I'd much, MUCH rather that they tied legendary gems to the paragon system. Allow one legendary gem to be slotted on your character anywhere you'd like per 100 paragon levels (an actual bonus rather than those derpy portraits). Progressively making the players characters stronger and unlocking builds ("well, if you want to play Derpmode V3 Turrethunter, you'll need atleast 300 paragon and these 3 legendary gems for their bonuses").
    Your attacking a point Shaggy is not making. To me, Shaggy is aware that the best stats to have on an amulet will just switch to the new criteria and his argument is not an attempt to try to refute this.

    What his argument is about is the fact that sockets on different equipment have different value. 3 sockets on a chest armor is one primary stat, while on a ring or amulet it is only 1 socket for 1 primary stat. Also, amulets primary stats are more valuable than chest armors because chest armor cannot roll elemental damage, 100% CD, and 10% CC. This is what his argument is about, and it is strictly arguing against putting these legendary gems into anything but jewelry.

    The "sacrifice" and "choice" he is talking about is not that you have to sacrifice a great stat on an amulet to instead put this gem in (which will become the new BiS for everyone). The sacrifice is that you can't just stick it into a piece of chest armor instead and only lose 1/3rd of a primary stat, which isn't even that detrimental on a piece of chest armor as opposed to an amulet to begin with.
    Posted in: Diablo III General Discussion
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    posted a message on SOJ, Crit Chance or 45% cdr + ?
    Whatever gets you closer to a 1:10 CHC:CHD ratio is probably the right answer.
    Posted in: Diablo III General Discussion
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    posted a message on Finally a use for all my [Adventurer's Journal]s!!! 2.4 million gold!
    I for one love that they got rid of the crafting mats, but kind of think the solution they went with was lazy. I got bored out of my fucking skull hunting aughild's mats from the matriarch's bones event over and over and over. But, just making it require no mats I think was just a quick sloppy bandaid fix that leaves much to be desired.

    Why not just have a different crafting mat for each equipment slot and then have them drop as bounty rewards from the reliquary? You could have each act have a higher chance to drop different mat types but they all have a chance to drop. You could make it torment difficulty reliquarys only as well. Or maybe as a reward for completing all 25 bounties in a single game you get to hand pick x amount of mats (maybe 1 for each torment difficulty). Might give some incentive for people to stop strictly farming act 1 bounties and ignoring all the other acts completely.

    Just a couple off the cuff ideas. I'm sure Blizzard could think of something better.
    Posted in: Diablo III General Discussion
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    posted a message on Unity "Fix" or not
    They just need to fix it so that if the follower doesn't have the HP to actually take the damage and the follower will not be killed by the item, then the damage is not transferred onto it.
    Posted in: Diablo III General Discussion
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    posted a message on Just got the Cow Level
    The rate has been increased since the patch, pretty obvious. I've done three today.
    Posted in: Diablo III General Discussion
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    posted a message on Area damage and you
    Radius seems perfectly reasonable to me; you are the center and the radius is the distance between you and every point on the circle around you.
    Posted in: Diablo III General Discussion
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    posted a message on 8 hours maintenance and no patch?! wtF?
    When you're patching such a large intricate game such as the games Blizzard deals with on such a mass scale I'd imagine you'd want to patch a large number of things as infrequently as possible. All patching one minor item at a time does is slow down the entire process. Look at the big picture. You change even the most tiny thing and it can impact a lot of different systems. It's better for them to just play test and release 20 different changes all at once and release them in one big lump sum, then it is to slowly release mini patches that just fix one or two items. Every time the game client changes there is a pandora's box of problems that could go wrong, so doing that as infrequently as possible is the way to go. In the end it takes a lot less effort that can go into other things that we want changed. It sucks to have to wait, but it makes sense to me in the end.

    I have 7040 achievement point (96%) and I am itching badly for them to patch the broken ones, but I understand why it's taking so long. They might already have a fix for them ready to go, but I can see why they might want to release it in 2.1 (or whatever it will be called) with a whole slew of other changes as well.
    Posted in: Diablo III General Discussion
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    posted a message on Your take on ladder-only items?
    I am fine with it as long as the items enter the item pool after the season is over. If that doesn't happen then I am strongly against it. If the concept of ladders isn't enough of a reason to create ladders then it seems frivolous to me.
    Posted in: Diablo III General Discussion
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    posted a message on [Discussion] Mono-element meteor wizard
    I feel like lower attack speed is the way to go, but I am not quite sure how strongly I feel about it.

    With meteor it doesn't feel like you want to be casting as fast as possible, you just want the meteors to hit as hard as possible. You literally cast three or four meteors and then your globe is spent. Faster attack speed does mean you get more AP back faster from your signature skill (also with Prodigy) but I am not sure it's worth it all that much. I feel like I would rather have Average Damage or Lightning Damage % over Attack Speed on any item. Any item that has Attack Speed on it is using up a primary stat slot that could go to something else to make the Meteors hit harder.

    That's my take on it, so I'm trying to get Attack Speed off all of my items as much as possible in favor of Crit Chance, Crit Damage, Lightning Damage, Meteor spell Damage. Seems sensible right?

    I've definitely got some work to do, and I wish I could find a better weapon because that is my number one thing holding back my DPS the most.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Discussion] Mono-element meteor wizard
    I play a lightning meteor wiz. Pretty much been doing it since RoS launch.

    http://www.diabloprogress.com/hero/zed-1489/ignus/1170726

    • Use Slow Time - Point of No Return for stun
    • Coupled with Mirror Images for even more stun bubbles
    • Black Hole - Supermassive to pull mobs together and spam meteors on top
    • Mirror Images also cast Black Hole
    • Lightning Bind rune for Meteor roots mobs in place on crit
    • Haunt of Vaxo amulet activates when you stun which means 50% uptime on clones since you're constantly stunning
    • I personally use three piece Asheara's with RoRG for even more "summons" (kind of a theme I'm going for)
    • Illusionist passive activates speed boost with Mirror Images and Slow Time, and also immediately resets cooldowns for both when hit hard for more and more stun bubbles
    Works great. I can definitely solo T4, and with groups in higher torments I have great utility with mass stun. I'm working on trying to minimize my attack speed as much as possible, but I don't want to go two handed.

    Once I get Aughild's plan I will use bracer and chest piece for that two and three set bonus. Just waiting for it to drop. Also waiting for a nice lightning damage SoJ.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on 4.017.199.500 XP PER HOUR, Group COTA
    Would love to do some runs like this. 500k+ DPS wiz if a strong group is looking for someone.

    Zed#1489
    Posted in: Diablo III General Discussion
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    posted a message on On Enchanting Legacy Gear (Repost)
    I've mostly been lurking, but I love this change. I would always put overall game balance and uniformity over "keeping what I already earned", even if it was to my own detriment. I hated [Legacy] items, just seems tacky. Same with Diablo 2 and the whole 1.08 versions of this and that unique/set. Such inelegant game design just to spare some players hurt feelings. Just force the item to reroll to the new standards and suck it up. People will whine, but if it is in the overall best interest of the game so be it. To me, Blizzard should not be in the business of keeping people's emotional state in tact. If the item is broken have the determination to own that mistake and fix it in all instances it exists.
    Posted in: Diablo III General Discussion
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    posted a message on [Poll] Should bosses drop legendarys/sets more often?

    In my opinion, killing the act boss should be the last thing you want to do before you leave the game after doing a bunch of pre-reqs to make that boss drop more goodies. They should also be extremely challenging and unpredictable in Torment.

    Posted in: Diablo III General Discussion
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    posted a message on Design a Legendary

    It is so exhausting to repeatedly see the same dumb ideas rehashed over and over. "Make a skull shoot out and do damage!" Oh. My. God. I just want to smack a bitch.

    Posted in: Diablo III General Discussion
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    posted a message on First Kill Legendary
    Quote from iwantataco


    what is "too high"? also, its my game, ill play it how i want.
    Posted in: Diablo III General Discussion
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    posted a message on Which skill UI do you prefer the most? (with POLL)
    I would agree. The UI could be a lot better.
    Posted in: Diablo III General Discussion
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    posted a message on Which skill UI do you prefer the most? (with POLL)
    Ray of Frost, Arcane Orb, Arcane Torrent, and Disintegrate = Offensive spells that project from your character
    Hydra, Energy Twister, Blizzard, Meteor = Offensive spells that appear where you cast them

    That was my initial impression, but then I realized only Wicked Wind does that.

    So then I thought maybe Secondary was all arcane while Force was elemental. But then Ray of Frost ruined that.

    The spells could definitely use a little better categorizing in probably half of the categories.

    I'm one of those OCD people that would gladly accept a couple more pages to flip through if the categories were all 100% orderly.
    Posted in: Diablo III General Discussion
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    posted a message on Allow modding of D3 - Issues solved?
    To me SC2 is completely different as far as hacks are concerned. In SC2 each competitive game you play is completely isolated from anything you've ever done in the past. The hacks of the past do not affect the game as it is in the present. Diablo 3, once you have duped a bunch of items, it is pretty much permanent forever after. The threat and its effects are more permanent.

    That's how I perceive it anyways.
    Posted in: Diablo III General Discussion
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    posted a message on High hopes for DH on expansion
    Quote from Bleu42

    Quote from RasAlgethi24

    Infinite strafe build looks pretty damn good. I've seen a few people running it.

    I was dreaming up a build while at work, man I wish we had a calculator for RoS, or at LEAST an updated legendary item list! (hint hint dfans!!! lemme in beta and I'll make one myself =P )

    I really want to try;

    Strafe w/ rocket storm (strafe does 315% now, and the homing rockets do 90%), and the zero cost legendary.
    Fan of Knives w/ Knives Expert (the rune removes the cooldown and adds a 30H cost, and FoK does 450% in 20 yards)

    Smoke Screen w/ healing vapors (SS breaks CC and grants immunity for 1 second, the rune adds a 15% life gain per sec)
    Companion w/ Wolf companion (the wolf does 150% weapon dmg now), and the 3 wolfs legendary (pretty sure it's a cloak)
    Chakram w/ Shuriken Cloud (constant 200% weapon damage aoe)

    Vengeance w/ Stimulants (rune heals 6% life per second, and vengeance lasts 15s and is just an insane DPS cooldown)

    Passives;
    Bloody Vengeance (globes grant 40H and 4D)
    Hot Pursuit (grants 20% speed when you hit an enemy)
    Ballistics (100% additional rocket dmg, and 20% chance to fire a homing rocket for 150% dmg)
    Single Out (+20% crit chance against targets that are not within 20 yards of other targets)

    The idea here is with free strafe, you move around doing constant damage with both strafe and shuriken cloud. while dumping your hatred with a ton of FoK's that have no cooldown. After watching a couple streams strafe actually hits hard enough to be viable. Hot pursuit which is changed to increase your movespeed by 20% when you hit a target hopefully works with strafe, because that would be pretty sweet to almost completely offset the decrease in speed while using strafe. Bloody vengeance ( 40 hatred and 4 disc per globe ) is there because it's just extremely helpful to get a nice chunk of your resource back.

    You get some rocket synergy from your passive and strafe. Since strafe lets you move through enemies vault isn't really needed, and my big defensive skill is smoke screen to pop if I'm about to get frozen, and while 15% of your life when you pop it isn't 'huge', it's still pretty damn helpful when you use it twice or so to heal back up.

    Vengeance with stimulants (which grants 6% life each second) is there for the DPS as well as another healing cooldown.

    One weakness I foresee with this build? It has lower single target than other DH builds. Once you've got 1 elite / champ / boss left then obviously there's better nukes for the DH. I try to offset this however with a couple things; Companion w/ the 3 wolf legendary (450% combined damage from them per attack), rocket storm and ballistics which since they home in, should work well against 1 target, and of course the awesome Single Out passive, which grants 20% crit chance to any targets that are not within 20 yards of other enemies.

    sounds awesome
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Should gold be wiped at RoS launch?
    Sorry that I missed the previous thread, I will have to search for it.

    The thing is if all gold is wiped then the price of all the NPC vendor abilities will probably go down. So anyone who "has collected a lot legitly" will probably still be better off because crafting and gem combining costs won't be as high to combat the huge excess of gold that is out there. I have a strange feeling that Blizzard will keep balancing the vendor costs in relation to those who have mounds of gold stockpiled, not those who barely have anything or who are playing fresh characters. In the long run, you'd be better off with a wipe if it meant lower vendor costs in ratio to how fast you can collect gold off monsters.

    The only reason this kind of wipe would be entertained by me is because gold is already being drastically devalued by having it not be useable for trading it for items. It's basically just taking it a tiny step further and just completely devaluing it by removing it all together and starting clean for the fairness of balancing vendor costs to be more appropriate with the rate at which gold can be fairly collected by an individual in the state of the game at release. At least that is how I see it. Someone who has 1 billion+ gold will just laugh at vendor costs if they make them too low and someone who has hardly any gold or is starting anew will struggle to keep up if they make them too high. Both of those scenarios seem pretty unpalatable, even for me who is stockpiling to a great degree and would have a great advantage.

    For me, it has nothing to do with fair or unfair as far as the player base is concerned, I'm more concerned about it from a game balancing perspective in relation to inflated vendor costs.

    I hope when people are voting they are thinking beyond "do I want to keep my gold?"
    It's interesting nonetheless to see the reaction.
    Posted in: Diablo III General Discussion
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    posted a message on Should gold be wiped at RoS launch?
    As of what we know now gold will not be able to be traded in the expansion. Basically all your crafting costs, gem combining costs, and any other NPC costs will come from what you personally pick up. A lot of players, myself included, I'm sure will be amassing as much gold as they can before the RoS launch so that they will never be throttled by gold in their ability to craft or do other NPC related tasks. Blizzard also seems to be balancing NPC utility costs around the huge excess of gold in the economy, which seems unbalanced for newcomers to the game or anyone who plays the game at a more natural pace.

    Should the game start fresh and wipe all gold with a fair amount of warning?

    I have about 4 billion gold now and I still would love to see a wipe. I have spent my real life money on gold in the past, but I still would not care if I instantly lost it in the fair interest of the game.

    I'm not petitioning for a wipe to happen, I'm just genuinely curious what is everyone's opinion on this I am quite curious?
    Posted in: Diablo III General Discussion
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    posted a message on Deep Hate for D3
    Quote from Galard

    Unfortunately, there is no forum for pure D3 hatered. It would fill in no time. BTW, I'm playing on current D2:LoD ladder. 50 hours during last 4 days.

    Sounds like you've got a website to create. Enter the new Mark Zuckerberg.
    Posted in: Diablo III General Discussion
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    posted a message on Penalties, death... where is it?
    Yeah, if NV stacks were sticking around I'd say losing one on death would be a good solution.
    Posted in: Diablo III General Discussion
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    posted a message on When patch "2.0" hits....
    60-70 can be done really fast from what I've noticed and you'll probably be doing it mostly in Act 5 with new environments you've never explored before.
    Posted in: Diablo III General Discussion
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    posted a message on Penalties, death... where is it?
    Quote from maka

    Quote from itirnitii

    I would like to see rewards for staying alive rather than punishments for death.

    I can smell the expoits/abuses a mile away.

    Yeah, you're probably right. It would have to be about proper implementation on Blizzard's part.

    I wouldn't mind a system like: kill 'x' amount of monsters without dying receive 5% bonus experience with some kind of cap up to 25%. Necessary? Not really. But I think it would be a good incentive to stay alive that also punishes death indirectly.

    A punishment like 'I have to walk back to the location where I died' is kind of bland to me, because your punishment for dying is being bored and that's counter intuitive in a game that is supposed to be fun.
    Posted in: Diablo III General Discussion
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    posted a message on Penalties, death... where is it?
    I would like to see rewards for staying alive rather than punishments for death.
    Posted in: Diablo III General Discussion
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    posted a message on Itemization concern
    It's all about the journey, not the destination. Everyone's game will be different based on the order legendaries drop for them on an individual basis. To enjoy it you have to shift the focus from desiring a build and demanding the items to be too readily available and instead relishing in the unique experience of finding what you find and truly personalizing your character in a unique and individually tailored experience of growth that no one else will share. Everyone will have a different path based on what they find, and I find that really intriguing and refreshing. The idea being that eventually if you play long enough you'll more than likely get to that build you really want, but you didn't just get there the day you concocted the build; you instead sojourned your way to it and tried out a multitude of many other viable and interesting styles of play that you never would have experienced otherwise. The hope being that a handful of those builds will be so memorable because they were crafted by your own personal process of hunting items that you'll gravitate more to those anyways in lieu of any build fueled by the instant gratification of a free market.

    What do we do now in the current iteration of the game? We find the builds that we want, trade for the items for those builds practically instantaneously, and then grow tired of them shortly after. We don't cherish the build like we should because we barely even earned the right to own it ourselves and the experience of finding the items is forgettable. All we did was diminish the hunt for items to the prospect of accumulating "value" and that is a really bland experience. We hardly ever actually personally find the legendaries that unlock these builds, because they are so easily accessible in a flooded market outside of our game play experience. Even when we do find them, we don't actually treasure them like we should because there was only a mild hindrance in their acquisition. It's not just about the orange or green beam of light that drops, it's also about owning that item and having the feeling of it being found by you through the dedication endured in the hunt and forever relishing in finding and owning that item and contrasting that experience within the scope of the entire game and its community. It is just a really neat feeling. That item dropped just for you and nobody else can dispute you on that.

    Now, we will find what we find and make the best of what we get and slowly unlock more and think outside the box, instead of just following the status quo. The things that we don't find will keep us hunting and that's okay.

    I'm not saying one form of play is inherently better than the other. What I am saying is open yourself up to the possibilities of the scope and magnitude as a community this design philosophy offers panoramically.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    I didn't say I pity you, please reread.
    Posted in: Diablo III General Discussion
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    posted a message on Crusader Thorns Build - Torment (video)
    Really awesome. Gave you a thumbs up.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    So because something has nothing to be compared to, you choose the closest facsimile (reverse irony) and that makes all comparisons instantly valid? Good call.

    If you can't understand that it's okay and reasonable to play a game for competitive reasons and that doesn't relate to the real life acquisition of wealth then I feel pity for your logical faculties. For goodness sake, the third definition of "game" at dictionary.com uses the word "competitive". The definition of "life" does not have the same luxury.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    If you compare games to real life, you're gonna have a bad time.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    Quote from shaggy

    Quote from Zeyk23

    I guess my question is, is there really anyone who would prefer to be equipping bland Rares with great stats rather than Legendaries with unique bonuses? Why is that an appealing decision? I don't want to be in a position where I have to think "man that Legendary bonus is so cool... But not cool enough to be worth losing 15% of my DPS." Screw that, I want to be deciding WHICH cool bonus I can have, not whether or not I get one at all.

    Yeah... I don't get it either.

    Besides, if rares had a purpose, we'd be back to the "TRADERS HAVE AN ADVANTAGE" shitstorm. And then rares would be BoA too... and blah blah fucking blah.

    For me personally, it's okay for traders to have SOME advantage. I think what people are tired of is traders having ALL the advantage. I'm mostly talking about traders and pay-to-win players who are so wealthy that nothing is out of reach for them in that they can be instantly decked out in any item of their choosing, and they don't even have to play the game proper. Sadly, I am actually one of these players in the current state of the game. I'm by no means the most powerful, but if the game was more fun in its current state I might keep trading my way to the top as I have already done to some extent.

    Well, keeping legendaries out of the trading arena makes those items esteemed and not instantly accessible to those who play the least yet spend the most. Legendaries have to actually be worked for by playing the game explicitly, and that gives those who care about item reverence something to feel good about. Maybe rares will still be very useful, and can be traded and easily acquired, but they don't have the title of "legendary" so they shouldn't have to fit that mold necessarily; and as long as legendaries do fit that mold it creates that niche that is not tainted by players who circumvent actually playing the game to acquire items that are supposed to hold a higher regard. A Diablo 3 where I would be forced to find the legendaries I want, yet could trade for useful rares to complement the legendaries that supplement the build I am using would still be a Diablo 3 I would enjoy. In my mind, it doesn't go hand in hand that if an item is useful it should automatically be bind on account, it's just solely that legendaries have a responsibility to feel legendary in and of their own name and that's what solely drives my like for BoA on them.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    Quote from Zeyk23

    Quote from itirnitii

    The fact that the legendaries currently have bad bonuses in vanilla is exactly the problem with the current system. If the bonuses are worthwhile then you have to actively choose between a maximized increased in stat boosts from rares (DPS/EHP) or a mild stat increase with some utility (legendaries). It creates an interesting dynamic in choice making that makes all the difference if done properly.

    I guess I didn't mean to suggest that equipping an entire set of legendaries should automatically be insufficient. I just meant in a way that it wasn't the obvious mandatory choice for peak output. The utilities shouldn't completely dwarf the desire to equip some rares for stats alongside the legendaries.

    I guess my question is, is there really anyone who would prefer to be equipping bland Rares with great stats rather than Legendaries with unique bonuses? Why is that an appealing decision? I don't want to be in a position where I have to think "man that Legendary bonus is so cool... But not cool enough to be worth losing 15% of my DPS." Screw that, I want to be deciding WHICH cool bonus I can have, not whether or not I get one at all.

    You have 13 slots my friend, you don't need 13 bonuses. The key is to balance how many bonuses you want vs. how much stats you want to find a sweet spot for the build you are going for.
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    The drop rates are elevated so the items drop enough to actually be experimented with. Progression is thereby enhanced at an alarming rate. So at least take that into consideration as well.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    The fact that the legendaries currently have bad bonuses in vanilla is exactly the problem with the current system. If the bonuses are worthwhile then you have to actively choose between a maximized increased in stat boosts from rares (DPS/EHP) or a mild stat increase with some utility (legendaries). It creates an interesting dynamic in choice making that makes all the difference if done properly.

    I guess I didn't mean to suggest that equipping an entire set of legendaries should automatically be insufficient. I just meant in a way that it wasn't the obvious mandatory choice for peak output. The utilities shouldn't completely dwarf the desire to equip some rares for stats alongside the legendaries.
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    There needs to be a balance between rares and legendaries. Rares = better maximum stats // legendaries = gameplay changers. If the most effective way to outfit a character is to combine a healthy combination of rares and legendaries that will be perfection.

    If the top difficulties made it so that being completely outfitted in legendaries made it so your DPS suffered too drastically, despite having multiple unique legendaries gimmicks, you'd have to supplement some rares for damage and then make a decision about what gimmicks to sacrifice.
    Posted in: Diablo III General Discussion
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    posted a message on Stash tabs
    As a player who will want six level 70 softcore and six level 70 hardcore (one for each class) leaving zero slots for mules; I really really really have to insist on more stash space. Especially if legendaries are BoA. In Vanilla now I just buy whatever legendaries I want off the AH so I never hoard things. But I am going to want to stash legendaries a lot now with this change.
    Posted in: Diablo III General Discussion
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    posted a message on How do you guys feel about Bounty and Rifts?
    Right now it's VOTA for essence, Festering > FoM > Crypt (if exists) for experience. There is nothing else.

    At least bounties and rifts are random and offer different sceneries and monsters to fight. Bounties are everywhere in all acts so you can choose which ones you want to do. Not really sure I am understanding what the downside is.

    Monster Density could be a valid complaint, but it has nothing to do specifically with Rifts and Bounties.
    Posted in: Diablo III General Discussion
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    posted a message on BoP makes ladder resets pointless?
    Quote from Pietrak

    Quote from FEIF81

    OFC there must be a ladderreset now and then. Look on the streamers they got super gear in just 30-40 hours so in just few week u cant find any better and the game will be boring so i hope the reset will be every 3-4 month.

    The drop rates in betas and leveling rates are way higher than in the future live game. Blizzard increases the drop rates for testing purposes - if anything is to be tested it has to drop first.

    Exactly this. I keep seeing people complain about things dropping too frequently not realizing this is most likely for testing purposes.
    Posted in: Diablo III General Discussion
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    posted a message on My concern regarding Legendaries and Binding.
    Why do they need to go to town to trade? Just drop the item on the ground and move along.
    Posted in: Diablo III General Discussion
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    posted a message on Mob Density
    I guess it depends on the MP level you are playing and how fast you are killing the monsters in relation to survivability.
    Posted in: Diablo III General Discussion
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    posted a message on Mob Density
    Mob Density is only a thing now because of Life Steal. Huge mobs would be impossible without life steal. Nerf Life Steal = nerf mob density.
    Posted in: Diablo III General Discussion
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    posted a message on So... what happens to our current gear not sorted by primary/secondary stats?
    But still, I want to know what happens to our current gear...

    What if I have rare items that have: primary stat + trifecta (IAS, CD, CC) and All Res?

    If there wasn't an inflation in stats no rare would ever be better than this as rares can't have this quintfecta any longer.
    Posted in: Diablo III General Discussion
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    posted a message on So... what happens to our current gear not sorted by primary/secondary stats?
    I would say if they added commas and then maybe used different font sizes in the numbers as a subtle denotation for numbers with different amounts of digits it would be fine. The more characters the number has the bigger the number.
    Posted in: Diablo III General Discussion
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    posted a message on So... what happens to our current gear not sorted by primary/secondary stats?
    Is this why they had to make the new gear so much better than the current gear? If they didn't then our current quadfecta gear, albeit somewhat rare and difficult to obtain, would easily outperform the new items being forced to have multiple secondary stats.

    Right now we have quadfecta gear which is no longer possible in the new system on most items I presume. Will those items flesh out into the divided categories or just remain the same? How does this work exactly?
    Posted in: Diablo III General Discussion
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    posted a message on Question to streamers: leveling?
    You get to keep all your paragon points for your new characters... so it should be easy to level them.
    Posted in: Diablo III General Discussion
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    posted a message on Friends & Family Beta Started
    Yay. Closed Beta coming soon! I might as well buy a lottery ticket and go for the mega millions, because I have a better chance at getting that.
    Posted in: Diablo III General Discussion
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    posted a message on Transmog Tool or App?
    This thread topic seems pretty reasonable to me... are we being just a tad over sensitive?
    Posted in: Diablo III General Discussion
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