- AeneasBK
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Member for 9 years, 5 months, and 20 days
Last active Thu, Mar, 19 2015 15:09:46
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Sep 1, 2014AeneasBK posted a message on Elemental Damage Explained, UEE Behind the Scenes, Deadset Gaming's Sanctuary Talk, Lizard Squad Caught?I can't believe after so many months of Reaper, people still don't understand stacking damage affixes. Do they still teach maths at school?Posted in: News
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It just shifts the pressure on to legendary gems then. We would get to pick 2 instead of 3 (arguably less of a problem than picking one of 2 sure but doesn't alleviate the problem)
If anything it should be moved to the HELLFIRE ring, so it is at least craftable. Up drop rates on keys to 100% on tVI.
But really it just shouldn't exist and all 6 sets should be 5 sets and Raekors should be a 2/3/4/ set not a 2/4/5
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*shrug* Depends how much you cant' be arsed with Bounties after getting your Ancient RoRG really.
I'm low on Rift fragments this season because I had some luck with the ring and find Bounties really boring. I'd prefer to clear rifts "mostly" fully just because rift drop rates are better than outside and you get the most "rift time" per fragment.
But I do'nt feel so strongly about it I'd hold a public game to ransom over it thats just douchey
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For clarification, this is to celebrate the (questionable) good fortune of finding OP items on a temporary character, that will be deleted come 2.1 on live.
Such as:
Gonna miss them when 2.1 goes live and they get stolen away Q_Q
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From what I can see they aren't adding a ridiculous amount of new legendaries; they are mostly working on making the existing dull ones less dull. I don't think it will have a noticable effect on how rare current items feel.
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Unless I'm drunk
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As the other user pointed out, when the damage from the group is high enough for the content, EP/PP monk becomes less useful as he doesn't have time to reach potential. When things are alive for 5+ seconds though, its easy for the PP monk to pull ahead. You're not wrong with your arguments; it all depends on the level of gear : difficulty ratio. When that is in favour of the damage, a fourth (supporting, all group players should support the power is too much to ignore) DPS will provide more speed, whether thats a DPS monk or sprint barb or Jade Doctor (15% Piranado +30% SA +30% - and 20% IAS BBV) they will help more than the palm monk.
But as soon as that ration is more balanced the monk pulls ahead with the ability to "transfer the DPS dealt" - but even then the efficiency is grossly affected by the mobs and map tilesets (can't cyclone 'fat boys' and dungeons/halls of agony style corridors can be a bitch for grouping compared to, say fields of misery). With the gross amount fo transferable damage given by FoA and +phys%/elite% modifiers there's no wonder they are top of the "legitimate" GRifts times (discounting basically anything 40+ as 'exploited' - w/e different argument). Pretty sure that's gonna get nerfed "TO THE GROUND" though
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*Okay so DH wans'ta great choice but the point stands. Wizards, WDs. Crusaders, all able to bring group buffs/use strongarms, and 9 times out of 10 that will provide more damage to the group than using their solo-play build...
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Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
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Mostly they are fine. Certainly more fun than soloing all the time, so a preference when clanmates aren't online
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