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  • posted a message on Tavern Talk - Patch 2.1 - August 21
    Well, sincerely, I think they are more aware of the problems with the game than most people would like to think. They simply haven't been able to get around to all of it. Things just take man-power...
    Posted in: Monk: The Inner Sanctuary
  • posted a message on EQ barbs, which element for 2.1?
    In my experience on the PTR, Call of Arrest on Leap is overkill with the pulling. I used Iron Impact for increased armor. Toppling Impact even worked well because the pull counteracts Leaps knock back.
    Posted in: Barbarian: Bastion's Keep
  • posted a message on EQ barbs, which element for 2.1?
    I tried out a Physical Leapquake/Boulder build last night. My gear is nowhere optimized, but with Strongarm, 300th, and Cave-In rune, I was having a lot of fun!
    Posted in: Barbarian: Bastion's Keep
  • posted a message on (Just for Fun) OP Passives
    Remember way back when D3 was still in closed beta? Back at Blizzcon 2010 I think it was... they showed off passive skills. They said how they didn't want passives to sound weak. Jay Wilson said it himself. This is more ad lib but it was something along the lines of "This passive gives me 0.1% more armor... 0.1% doesnt sound very awesome. So when we look at passives we're gonna be doing 50%, 100%, big numbers to make them feel powerful." I jotted down a few ideas that would go along with this philosophy. Granted these probably wouldn't all work. Just wanted to share some fun with you all. So here we go!

    Pound of Flesh - Health globes heal you for twice as much and grant +50% increased damage on your next fury spender.

    Ruthless - +40% crit chance and +200% extra crit damage for enemies below 25% HP

    Nerves of Steel - Each point of Strength now provides 5 armor. Now immune to Fear.

    Weapon Master - One-Handed weapons increase attack speed by 20%, crit chance by 5%, and elite damage by 10%. Two Handed weapons increase Area Damage proc chance to 100%. Mighty weapons provide an additional bonus by doubling the effect of socketed weapon gems.

    Inspiring Presence - Shouts become permanent.

    Berserker Rage - Gain 1% crit chance for every 5 points of Fury.

    Bloodthirst - Rend damage increased by 100%. Bleed affixes from weapons increased by 300%. Heal for 5% of all bleed damage.

    Animosity - Gain 10 Fury per hit with Fury-generating abilities. You no longer degenerate fury but rather generate 2 fury per second.

    Superstition - Reduce all non-physical damage by 30%. Ranged and magical attacks have a chance to be deflected.

    Tough As Nails - +75% more armor from gear. Thorns deal 1500% of your total armor value.

    No Escape - Weapon Throw damage increased by 100%. Critical hits restore all fury spent by Ancient Spear.

    Relentless - When you are below 35% health, become immune to crowd control, gain 25% increased movement speed, and increase your Life per Hit and Life per second by 200%.

    Brawler - Increase attack range by 8 yards. Gain 20% increased damage as long as there are 3 enemies within 20 yards.

    Juggernaut - Reduce crowd control effects by 60%. Sprint now breaks stun, freeze and immobilize effects and breaks down the Waller affix from Elites.

    Unforgiving - Gain 50 Fury when you lose 30% health in less than 3 seconds.

    Boon of Bul-Kathos - Spending 20 Fury reduces the cooldown of all Rage skills by 5 seconds.

    Earthen Might - Avalanche and Earthquake grant 30 fury. Earthquake no longer costs Fury. Reduce both cooldowns by 2 seconds for every enemy killed by either skill.

    Sword and Board - Blocking an attack generates 10 Fury and automatically casts your main Fury spender for free.

    Hrothgar's Inheritance - You can now dual weild 2 Handed Weapons.

    Rampage - Gain 5% increased Strength for 10 seconds after killing or assist killing an enemy. Can stack 10 times.
    Posted in: Barbarian: Bastion's Keep
  • posted a message on What I will gain and lose with 2.1 as monk
    If you use the new OWE then you'll have 30% of all single resists as all resist. And 8500 armor is a big deal...
    Posted in: Diablo III General Discussion
  • posted a message on Quick question about Boulder Toss.
    OK. Thanks for the help.
    Posted in: Barbarian: Bastion's Keep
  • posted a message on Quick question about Boulder Toss.
    I was actually lucky enough to get a 300th drop during my last session. I have been stacking Ancient Spear damage as well to compensate for my confusion on this subject. So Ancient Spear is boosted by 61% now.

    So if my understanding is correct, the weapon damage won't change physical damage skills by a total 1:1 conversion, but instead only provides a little bonus damage?
    Posted in: Barbarian: Bastion's Keep
  • posted a message on Quick question about Boulder Toss.
    I use a build where I stack +fire dmg to get the most out of Avalanche and Earthquake, plus the rest of my skills except one: Boulder Toss. I tried using Seismic in place of Boulder, but its not as fun.

    My question is this: If I use weapons that deal fire damage, will Boulder Toss benefit from the full affect of the +fire dmg gear?
    Posted in: Barbarian: Bastion's Keep
  • posted a message on Resource cost and Boulder Toss?
    Yeah, I figured that +Physical/Ancient Spear damage and Crit Hit Chance/Damage would be the best way to squeeze out as much from Boulders.
    Posted in: Barbarian: Bastion's Keep
  • posted a message on Resource cost and Boulder Toss?
    Has anyone done any testing to see if Resource Reduction does anything for Boulder Toss? My initial thought would be that its useless, but my speculation comes from the thought that maybe you would have a little extra Fury leftover after each toss. I'd try it out but I'm at work. Anyone tried this?
    Posted in: Barbarian: Bastion's Keep
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