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    posted a message on Stuck on 47

    I would probably use Inner Sanctuary w/ Forbidden Palace. Not only does it boost damage the mobs take by 30%, but it decreases the damage you take by 55%, so it couples as an offensive & defensive skill. I would also try to craft a solid Hellfire Amulet. You will end up spending a lot of time & resources crafting the HFA, but at this point it can be an extra 15% spirit gen AS, or 20% damage from moving etc.. There is a lot of potential in Hellfire Amulet, but it just takes time to craft a usable stat w/ worthwhile passive.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Hit a wall with tals/delseres build

    I would maybe try to get +15% meteor damage on Shoulders/ Chest. I would also look into a different 1h weapon. 28-30% Sun Keeper, Gesture of Orpheus, or something similar. Shard of Hate is nice, but the passive needs to be upgraded to be more effective in high lvl greater rifts.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizzard announces "biggest presence" ever at gamescom 2015, but no Diablo III

    Probably had no idea you purchased the game either :/


    Look up f2p games, it has nothing to do with subscriptions.

    Posted in: Diablo III General Discussion
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    posted a message on Dashing strike and rainment 6p feels broken

    I noticed this same issue before even using Raiment set. I suspect that it is due to coding, and while spamming some attacks it queues up say the following 2 skills, and hitting Dashing Strike wont immediately make the game dump the commands in waiting. I may be wrong, and it may have to do with just the animations. If I stop casting spirit gen then I dont have any issues, but... it doesnt make sense to completely stop casting in order to cast another skill.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Mythic Rhythm for Dashing Strike build?

    I have been using Mythic Rhythm for a little while now, and it seems a boost for me personally. In terms of my play style, I am fighting say bosses or elites a lot longer when they are under 75% than when they are above. Once the boss is under 75% Seize the Initiative becomes a dead passive. With Mythic Rhythm, every third hit is a single sequence of say Fist of Thunder. As far as I know people are holding down spirit generators, and unless you are double dashing that would mean Mythic Rhythm is virtually up for every dash. I have a Flying Dragon, but I have been using an ancient Inna's Reach instead, because I cant seem to get LOH on FD. I am not 100% sure, but I think because I have spirit regen on the FD (I rolled off SSS) it wont let me get LOH. I am also using Inna's belt for the base Mantra increase.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Mythic Rhythm for Dashing Strike build?

    Anyone have experience using this skill for raiment dash build? Every 3rd spirit generator increases the damage by 40% of spirit spender. Seems like it would be pretty nice.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on [Suggestion] Blizzard Should Implement Endless Level Rifts

    You are right, there are some people that would spend endless time kiting mobs, but then again that is a small percentage of the player base. I think in lieu of a timer looming ever over the run, maybe player deaths could be the deciding factor. If you die more than 3 times on a floor then the next level will not unlock. Kiting mobs is only viable to a certain level. At some point a stray spear, arrow, frozen spot, etc.. will hit you and do enough damage to one-shot your health. A big thing with gRifts is fishing, skipping through floors in order to find a perfect (manageable) combination of mobs. I agree that something would need to be put in place in order to keep people from spending hours on single floors. Timers are pretty standard, especially in competitive gameplay, but I think other methods can be explored as well.

    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion] Blizzard Should Implement Endless Level Rifts

    I think the original incarnation of what is now Greater Rifts were pegged to be floor/ level based, i.e. the floor would correlate to the level & difficulty. I personally would love to see Blizzard implement something along the lines of "how far can you get"? Everything now is built on speed, efficiency, and timer-related.

    It is nice sometimes to shirk the countdown and methodically go through levels destroying everything in sight. That is why I think having an endless rift (if difficulty was based on gRifts then endless could really be 100 levels). Instead of having a progress bar fill up to spawn the boss, perhaps it could be a requirement of killing 100 regular mobs & 5 groups of elites and then the next level would unlock. Every level ending in 5 will be a minor boss, and every level ending with 0 would be a major boss. The major boss could even be set up similar to the current uber bosses which are a single room with 2 bosses (except diablo which summons all previous bosses). The bosses could even be static, i.e. Leoric / Crusader King could always be at level 5 to serve as an entry level boss. The bosses on the levels ending in 5's would drop loot similar to a normal rift boss, and bosses on the 0's would drop loot similar to gRift bosses. I think at some point when people really want to push their limits and see how far they can get, the prospect at starting from level 1 when they were just at level 45 will seem daunting, so there will also need to be a way to start at a higher level. Maybe get a token that is 1/2 the total you ran previously, like if you managed level 20 you would start at level 11 (it cant start on a boss fight and you would need to have a couple levels build up to the first boss instead of a level 9 token and the very next level being a boss).


    In my opinion I believe this would bridge the gap between rRifts & gRifts. Some people enjoy running rRifts, but feel that T6 does not satisfy them in terms of difficulty, nor do they enjoy closing the rift as the boss is mid-process crumbling to dust. I feel that gRifts were a fantastic implementation to the game, and it would be hard to justify continue playing with out there existence, but they too leave a lot to be desired for many people.

    Posted in: Diablo III General Discussion
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    posted a message on Got my serpent sparker
    At one point I was using the Serpent Sparker Wand (You may have one extra Hydra active at a time.) and The Magistrate Wizard Hat (Frost Hydra now periodically casts Frost Nova)

    I bet using this now with the change to Tasker and Theo would be a very strong build.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Is there something that everybody else knows about arcane torrent that I don't?
    I use Arcane Torrent as well. I have always found it preferable to all other main spells. Arcane Torrent is the hardest hitting spell Wizards have. Cascade allows for the spell to jump if you require a wider spread, and Disruption increases Arcane Damage by 15% for 6 seconds where Disintegrate w/ Intensify increase for only 4 seconds. Arc Torrent is castable & spammable, but it is not channeled. Ray of Frost & Disintegrate are channeled, which is a huge difference.

    Black Hole w/ Spell Steal + Frost Nova w/ Bone Chill + Arcane Torrent w/ Disruption = best wizard combo right now
    Posted in: Wizard: The Ancient Repositories
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