11/7/2013 6:11:46 AM
Pie cake 10Posted in: Diablo III General Discussion
5/10/2013 9:52:41 PM
Can you make a text version, i hate watching videosPosted in: Diablo III General Discussion
2/6/2013 9:03:03 PM
lol @ naming this "run". It's only like 9 months old.Posted in: Diablo III General Discussion
12/23/2012 5:19:55 PM
Budge Monk PvP Preparation GuidePosted in: Monk: The Inner Sanctuary
Background: I am pretty damn bored of the current farming lifestyle and don't bother with ubers, I was trying to brainstorm / prepare for PvP on a budget (because I don't farm enough to generate large sums of capital anymore) and decided to gear for PvP with the following stategery with the assumption that going glass cannon wouldn't be the way to go.
Gear: 1h+Shield, Stack IAS>Resist>Vitlife>Crit/CD/Dex>Armor>cc>life regen (2nd cc being crowd control)
Sample Spec: (cant post urls as a new user, but FoT, DS:FSK, Tranquility, FitL, Sudden Assault, Divine Protection, OWE, Exalted Soul, Pacifism)
Only re-using Pants/Hellfire from my farming gear, got a ~5% stun gloves and fist, but failed to find a decent %freeze belt, %blind amulet, or %immobilize boots to show. Have a high stun Sledge Fist, and high IAS/Freeze Azurewrath to try out as well. An EF with IAS may be the highest damage CC weapon though.
Depending on how important/rewarding it will be to keep your random team-mates alive, certain builds/runes are pretty effective at group support, while others are better for personal survival. I'm sure there will end up being several cookie cutter for PvP specs. General thoughts: spirit spenders will actually be useful, burst damage and crowd control (cc) will be necessary to keep targets in position, sweeping winds will require 4pc Inna or not be used, and Dashing Strike may still not be used with Thundeclap.
PvP Skills/Runes to considera:
Defensive: Pacifism - may be mandatory depending on how common CC ends up being
Group Skills: Divine Protection, Implosion, Tranquility
Snares: Dishearten, Scorpion Sting, Flying Side Kick, Creeping Demise, Hand of Ytar (LTK)
DPS: Sudden Assault, Explosive Light
Spirit: Exalted Soul - if glass cannon-respawning is the norm, spawning with extra spirit may be needed
Spirit Gen: Quickening, Strike from Beyond, Spirited Salvo (if you are rich enough for the high crit heh)
12/23/2012 5:15:12 PM
As I was bored at work and felt like entering the contest, posting some random thoughts I had on speed clearing.Posted in: Diablo III General Discussion
Low-MP Speed clearing specs:
Wizard - variable 25 + 25 (scramble) = 50% move speed - uptime dependant on getting hit. +Quad-Wormhole teleport w/ Illusionist.
Monk - constant 25 + 10 (Fleet) + 25 (Tailwind) = 60% move speed - uptime dependant on spirit regen gear vs attack speed. +Dashing Strike.
Barb - variable 25 + 40 (sprint) + 20 (wotb) = 85% move speed - uptime dependant on mob density/hp & crit. +Leap
Demon Hunter - variable 25 + 60 (tactical) = 85% move speed - uptime dependant on disc/crit/nats/regen. +Tumbling.
Witch Doctor - variable 25 + 50 (jaunt) + 20 (Stalker) = 95% move speed - uptime dependant on mob density & pickup radius.
Here is a plot I got bored at work to make with the standard builds listed:
(but since I can't post URLs as a new user.,.. go to imgur.com/CBH8C
The Y-axis is movement speed, X-axis is time, and the area under is the actual distance traveled, which correlated directly to xp/loot. The y-axis drops to 0 are to account for attacking. Barbs & Monks have an advantage due to not needing to stop to attack (TR & WW) and the "clear area per minute" results in the following ranking:
#1 - Barb 12421 - 60 second cycle with 2 sec casting then sprint to build up to unlimited wotb
#2 - DH 10500 - 5 second cycle with 2 seconds of tumbling, 2 seconds of tactical, casting 1.
#3 - Monk 9000 - unlimited TR cycle, casting 0
#4 - Wiz 8825 - 12 second "cycle" with 2 sec of Teleport, 2 sec of 25% ms, 6 sec 50% ms, casting 2.
#5 - WD 7910 - 10 second "cycle" with Jaunt + Stalker 4 seconds, Chicken for 4, casting 2.
So given the reliance on mob density for Barb WOTB uptime, some DH disc regen, Wiz CM proc to reduce teleport cd, and kills for WD cd reduce, I have arbitraily conclude that Monks are like the turtle in this race - slow but steady as they require neither mob density, crit, kills or stopping to cast/shoot/whack.
* - forgot to add 100 to all the non-zero movement which would skew the results towards Barb/Monk, but then realized Wiz/DH/WD actually have to travel less distance to kill the same mobs in a "fire and forget" mentality whereas barb/monk would need to actually path through enemies. This displacement factor is even more arbitrary and could skew the already arbitrary rankings.
tl'dr all classes have a completely viable speed farming build and it really doesn't matter what you pick ;-D
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