One thing that I find incredibly annoying is the fact that you cannot move and attack at the same time. Perhaps more specifically, the fact that when you are chasing something you'll never get to attack it until it stops, because to start attacking you stop FIRST, then start trying to swing, at which point you don't swing.
How much movement speed do you need to counter this problem?
Is 8% enough? 12?
In D2 barbs got movement speed as a passive and it really helped with this problem. But in D3 we don't get that, and the movement speed rune for frenzy is too much of a sacrifice to pick up.
I have LEAP and CHARGE currently. They are great, but its still annoying as hell when simply trying to attack a mob that is moving away that they are always able to stay just out of range (due to the fact that you have to STOP first, then attack).
I was wondering if even an 8% or 10% movement speed boost from boots would be enough to counter that.
I have LEAP and CHARGE currently. They are great, but its still annoying as hell when simply trying to attack a mob that is moving away that they are always able to stay just out of range (due to the fact that you have to STOP first, then attack).
I was wondering if even an 8% or 10% movement speed boost from boots would be enough to counter that.
on top of leap and charge id really suggest trying ancient spear or weapon throw with stupefy, AS was an okay ability, 10 secs cd and u can pull whatever mob u want to a good safe spot and start bashing it right away (eg those nasty succubus in act4 are cake with AS)
or u can start using Weapon throw with stupefy rune and have a blast while playing with it, at first it wasnt appealing that much for me either, but the proc on charm is very high and the duration is 6 secs, you will still be doing dmg to those running mobs and if they get charmed they usually one shot one of their friends, plus it costs only 10 fury and have no cd, yes its just that great =D
Run past them, shiftclick for attack, rinse and repeat if the mob keeps running away.
What this guy said. The way attack works is if you click on them it will stop and attack once you've reached mid range. Normal mob that runs away will run past your maximum range by the time your swing starts. If I'm chasing a goblin what I usually do is I hold click until I get up close and personal to them then I press shift. The attack will connect since mobs will now be at max range to me.
This also applies to when you're kiting mobs. You could attack them with shift click farther than your "normal" range if you were to just simply click on them directly. With a bit of practice (and mob staggering from damage) you could theoretically hit and run mobs without getting hit back.
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How much movement speed do you need to counter this problem?
Is 8% enough? 12?
In D2 barbs got movement speed as a passive and it really helped with this problem. But in D3 we don't get that, and the movement speed rune for frenzy is too much of a sacrifice to pick up.
I don't farm goblins, though its annoying as hell that as a barb I pretty much can't hope to kill them a lot of the time.
I'm talking about all the random ass mobs that constantly run away - a stupid and annoying mechanic that I have no idea why D3 has so much of.
movement is key for melee as well as for ranged heroes...
i like it @max25% lol...
I was wondering if even an 8% or 10% movement speed boost from boots would be enough to counter that.
on top of leap and charge id really suggest trying ancient spear or weapon throw with stupefy, AS was an okay ability, 10 secs cd and u can pull whatever mob u want to a good safe spot and start bashing it right away (eg those nasty succubus in act4 are cake with AS)
or u can start using Weapon throw with stupefy rune and have a blast while playing with it, at first it wasnt appealing that much for me either, but the proc on charm is very high and the duration is 6 secs, you will still be doing dmg to those running mobs and if they get charmed they usually one shot one of their friends, plus it costs only 10 fury and have no cd, yes its just that great =D
Nice tip.
Still a huge pain in the ass. D2 didn't have mobs scattering like cockroaches.
Does anyone know if a little movement speed remedies this problem? Or is it still not enough, necessitating that you run past them before attacking?
Nostalgia is a lie. :]
Ha. Bagstone.
What this guy said. The way attack works is if you click on them it will stop and attack once you've reached mid range. Normal mob that runs away will run past your maximum range by the time your swing starts. If I'm chasing a goblin what I usually do is I hold click until I get up close and personal to them then I press shift. The attack will connect since mobs will now be at max range to me.
This also applies to when you're kiting mobs. You could attack them with shift click farther than your "normal" range if you were to just simply click on them directly. With a bit of practice (and mob staggering from damage) you could theoretically hit and run mobs without getting hit back.