I mainly only do runs in act 1 normal for speed .
-Do not kill any mobs except those required for objectives.
-Do not kill goblins.
-Do not open chests including resplendent chests.
-Do not destroy breakables (pots, barrels, looting bodies etc)
-Do not pop fortune shrines
-Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
I do aoe mobs when running to the objective , can't help myself .
I kill all goblins
I open chests , especially resplendents , got so many legendaries doing that
I aoe those darn breakables when I can
I always pop fortune shrines
I kill all mobs before the timer runs out
I now have 14 RoRG's. I have opened 8 caches and got 2 , yesterday and the day before I opened a grand total of five each day for 2 RoRG's , even had a double drop from 1 cache got the ring and bracer . I don't think this pity timer has anything to do with cache's .
- Suriel666
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Member for 9 years, 11 months, and 5 days
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Nodders posted a message on I got 5 RORGS with very minimal effort and so can you!!Posted in: Diablo III General Discussion -
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PsykStrike posted a message on Monk 2.1 DiscussionHigh CDR gears do not immediately label us as a support build. On a raiment build, the cdr makes jawbreaker useless, which frees up a weapon slot (lightning builds have 4 noteworthy 1-handers - FoA, TF, SoH, Odyn - also worth a mention is rimeheart, for use on cold build). As for a 2H build, we have the options of incense torch, flying dragon and FoE, to provide build diversity (or furnace for bosses).Posted in: Monk: The Inner Sanctuary
Monk's are in a considerably better state on 2.1 than they are in 2.0.6. On live servers, the only accepted T6 monks are support and raiment + jawbreaker (felt clunky). Now on 2.1, raiment feels fluid (even without jawbreaker), cold build has become a viable option, and holy build (w/ sunwuko's) is a force to be reckoned with, and can be coupled with inna's to provide a measure of support for group play. This build can remain effective without any generator, allowing use of inna's temperance (in place of depth diggers) to leave head free for madstone (if the build includes both SSS and EP).
Given the current state of PTR, monks have received numerous buffs, allowing them to stand on their own 2 feet. I would not yet say that we are balanced with WD, as their pets are disproportionately powerful (compare DH familiars or a monk's mystic ally against any WD pet - then factor in the number of summons). Monks could still use some improvements to their skill dmg, and some rune alignment (LTK has no holy rune, but 2 fire runes - this makes the only viable holy spender WoL, which results in pigeon-holing).
It is not always essential to gain maximum CDR on a monk. We have 2 frequently used skills which make us invulnerable to damage (serenity and SSS), along with another 2 which provide a fair amount of dmg mitigation (epiphany - desert shroud and inner sanctuary), with another option being mantra of healing (active effect), which would require some level of focus on a generator or spirit regen. By coupling these skills and using serenity - ascension, you can reduce your required CDR to a more comfortable level, allowing for dmg focused stats on a number of gears. -
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Bobfred21 posted a message on [2.1 PTR] 2h Holy Build - Empowered wavePosted in: Monk: The Inner Sanctuary
I didn't misrepresent your statement though. I used an exact quote. You can take issue with my argument if you like but all I did was use a direct quote and I made no assumptions about your intent or thoughts.Quote from siar89
This is a pretty poor misrepresentation of what I said and I think you know that.
I was replying to a comment that suggested that SSS:FO is better than a spammable WoL build. I replied stating that an SSS:FO build is likely weaker than a spammable WoL build. The build you are proposing is both an SSS:FO and a spammable Wave of Light build. So everything is still dandy.
I understand that you gripe is that I didn't consider a holistic SSS:FO build (beyond the CDR) and just looked at the skill itself but the 'alternative holy build' you are staunchly defending was presented as such "The new 2.1 skills mean SWK + Flow of Eternity + Smite gem will probably be the only ideal holy build."
As for the build you actually proposed - I like the idea- not sure how practical it would be to get all the desired affixes + sockets for leg gems. Likely would sacrifice a lot of damage/toughness to get the CDR at that level. If I ever get luck enough to get trifecta on everything required would be a neat build to try out. But my guess is that other builds would scale better with perfect gear. But I could be wrong - let me know if you ever get the chance.
Now, I was in no way suggesting my build would be the optimal build for holy monks going into 2.1 just demonstrating how easy it is to dethrone the bell only build by dking literally anything in the 2.5 second down time of SSS:FO.
By your math 4.5 seconds worth of bells edges out 2 seconds worth oof SSS:FO by only 20% weapon damage.Which means all the FoE monk has to do in his full 2.5 seconds of standing around during SSS:FOs CD is breath heavily. Like seriously, in 2.5 seconds your follower will do more damage than that.
Additionally CDR doubles as an offensive stat. With high lleg of CDR you can damn near by pass the need for defensive stats by just rotating serenity and SSS.
Maybe I've missed something about your build but at the very least the math you've presented as evidence of the bell builds strengthsreally seems to favour a FOE build.
EDIT: Sorry for poor formatting and auto-correct nonsense. Typing from my phone. -
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Bobfred21 posted a message on [2.1 PTR] 2h Holy Build - Empowered wavePosted in: Monk: The Inner Sanctuary
This is a pretty poor misrepresentation of the alternative holy build and I think you know that. You are accounting for only the damage dealt by SSS:FO and none of the damage that build would deal during the 2.54 second down time (they would, of course do -something- in that time to make up for the 20% weapon damage advantage your build has). Additionally, you have to consider differences in build - A build based on SSS:FO is going to be more focused on damage bonuses such as BF:FitL (especially since they have the CDR to maintain damn near 100% up time). Additionally you have to look at Legendary support.Quote from siar89
not sure about that - FoE is great but SSS:FO isnt that great compared to a spammable WoL build. SSS:FO is 7 strikes at 877% totalling 6139% weapon damage per cast - assuming theoretically max CDR (with FoE) SSS:FO has 4.54 second cooldown. Meaning a total of 1352% weapon damage per second.Quote from ZJINM
Too weak probably.
The new 2.1 skills mean SWK + Flow of Eternity + Smite gem will probably be the only ideal holy build.
Now compare it to WoL:EW which hits for a total of 1085% weapon damage. Modify it with the 1.15 AS of a daibo and you are looking at 1247% weapon damage per second. Keep in mind this is without any theoretical max of any stats like we assumed with SSS:FO example. So even with all the gearing for CDR SSS:FO has a slight advantage over WoL. But get even just 10% IAS from paragon points and WoL now does 1372% weapon damage per second.
If you run a build like this: http://us.battle.net/d3/en/calculator/monk#eYgdjk!Vdb!bcYabb with the Laws of Seph, high CDR and your choice of final DPS passive I am pretty convinced you could easily maintain bell spam between explosive bursts of damage with SSS. In addition between SSS and rotating in Serenity I'm pretty convinced you'd be damn near invulnerable too. Literally all of your builds damage would be covered in a single SSS, you'd then fall back on your builds baseline DPS (bell spam) in the intervening two seconds all while being effectively indestructible. -
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Autocthon posted a message on 2.1 - ArchonThat's not gonna happen.Posted in: Wizard: The Ancient Repositories
Just buff the damage on archon abilities some more. It's already essentially the most powerful DPS and Defense steroid in the game (yes even compared to WotB). Sure it might be a little weak on synergy but it should be made more like what it is (for the next 20 seconds I'm unstoppable and shoot lazors of doom) and less like what it isn't (for the next 20 seconds I do more damage or whatever).
The remaining alternative is to have arcane archon-ify your spells. Which is a lot of work. While it would be cool (Archon Disintegrate - Murder all the thing, Archon Meteor - Drop black holes on enemies) it's really not worth the effort. -
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falcompsx posted a message on PTR plan dropi think that's the new icon for green/set items, not a plan specific icon.Posted in: Diablo III General Discussion -
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Deatherian posted a message on Monk 2.1 DiscussionPosted in: Monk: The Inner Sanctuary
A Sunwuko daibo would have to be OP if you knew what the set was based on. Wiki link of the Chinese novel character the set references:http://en.wikipedia.org/wiki/Sun_WukongQuote from Suriel666would also appreciate if they made the SWK amulet roll fixed %holy and add a SWK Daibo to the set, for maybe being able to use daibo,gloves,shoulders or amulet for shoulders of other set
didn't have the time yet, but gonna try out old swk+innas + mass spirit reg again when i come to play
"In search of a weapon worthy of himself, Sun Wukong traveled into the oceans, where he acquired the Golden-banded staffRuyi Jingu Bang, which could change its size, multiply itself, and fight according to the whim of its master." -
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shaggy posted a message on Seasons have officially begun!Isn't the point of a season to reroll?Posted in: Diablo III General Discussion
Allowing adventure mode from the get-go rather ... disagrees with that. Why not just start everyone at level 70 with 100,000 rift fragments too?
Starting over should mean starting over. Isn't that what people want? What am I missing here? -
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Jinn posted a message on Long Live Wizard!The thing is, T6 has never been an issue for successful Woh EB users. When you have optimal gear, Woh EB users generally average <10 minutes with few or no deaths in T6 solo (even without Unity). They are also very competitive with burst dps output in group play with Short Fuse instead of Chain Reaction. If you are unable to clear T6, it probably means you do need to change up your skills a little or optimize your gear further.Posted in: Wizard: The Ancient Repositories
T6 will no longer be a benchmark of success in 2.1, people will instead be looking at Greater Rifts and see which build can go the furthest. Yes Woh EB deals insane damage now on PTR (my T6 rift times were effectively halved even without Firebirds), but is it viable on higher GR? Probably not due to the need to melee. Then there will be a need to swap builds. I like the fact that Blizzard is encouraging people to swap to more defensive and less risky builds as we progress.
Firebirds is pretty cool at the moment and I do like it that Wizards do not have to be pigeonholed into a certain skill to use it. It does have SYNERGY with our fire skills (notice the other class sets REQUIRE them to use certain skills). However, what i do want to see is other elements becoming more competitive with fire. -
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Bagstone posted a message on I got 5 RORGS with very minimal effort and so can you!!Posted in: Diablo III General DiscussionNo
http://diablo.incgamers.com/blog/comments/blizzard-explains-horadric-cache-legendary-drop-rules
This Tread is such a big waste of time...Read post #27, just three above you. What you quote is outdated information.
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rank 2 barb on PTR .. so you're taking PTR seriously or .. ?
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stash tabs you have 5, one of which goes in (i would say) 99% of players to materials (gems,keys,crafting mats, stones(ruby etc.)). and you don't really need much of them to have it (almost) full.
so there's only 4 slots left for char specific stuff. i use to use them for my main playing chars, but 4 doesn't equal 6, if you wanted to have a personal stash for each class, at least 1. basically 3 chars (if same mode) need to share 1 stash tab then ...
i just can hope he didn't meant it that strict, simply not giving more space to players, because we really need it
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well, byebye Transcendence again, liked you much..
hi 6thS. & Harmony again ..
at least 2. gem power is now reachable ..
//Edit:
@Bhally
i think you should calculate without healthglobe bonus, because 90k is a bit much and not everyone would stack this for only 0.4% use of it
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hopefully the monk is getting some diversity now and can make use of daibos again, maybe barbs somehow too, don't think other classes like WIZ or WD will ever use 2handers .. so your concerns about "nerfing" crusaders and "buffing all others" is not really fundamentional.
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and i really think monk's AS passiv SHOULD compete with other classes' ones, because the competition and similarness just makes similar possibilities to achieve similar results, telling you, these 2 classes are equally balanced and one strong as the other. otherwise you can't ever achieve balance.
if you look at shinnas post, you will see that monks (and other melees) are the weakest, though they should be at least as strong as range classes. and of the melees, monks are also the weakest .. now more than ever with the nerfs to EP. i really find it nice, that EP has now different elements, though they should maybe taken a look at again, but its kind of ok. a bit too low dmg, but i can live with it. but the rest is just .. useless. when did you see one running with bells or SSS without FoE. monk's spenders are just .. oh man. also the passives. for every build i would play or just simply for test, i would choose from exactly the same ~5:
Harmony, Relentless Assault, Determination, Momentum, Beacon of Ytar (maybe unity if you play with innas <-- rofl and/or Exhaulted Soul +2regen, so what pff)
heavenly strength vs fervor is just as it should be, both together would make him just pure imbaness. and it makes sense, but also is overpowered to other melees: he can carry a 2-hander in ONE HAND -> much more damage, or 1-hander and getting +15% AS (like dual wielding but) PLUS 15% CDR. its like 2 passives from monk in each one of crus.
well, hopefully blizzard will see now where the monks stand without EP and they gonna buff other skills like ...
so far my 2 cents
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currently i'm running a CDR build though, amu,gloves and shoulders sunwuko, new madstone, born chest + weapon. this way you get spirit regen from epiphany(soothing mist) and have skill slots for other purposes. with the new madstone i am running with SSS:FO and can clearly spam it (70% CDR atm)
also, it's my favourite build so far from all possible builds.
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this.
don't know if it's a class specific bug, but i think i've tested it with (almost) all my chars, but i'll look again, though it's still a bug, because i want to have it with wd, and not another ;D
maybe it's also a version bug, e.g. that only english versions of PTR have the right one, don't know.
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First of all i apologize for any mistakes that i might make in my writing, because english is not my native language, but i think it's also quite well.
I want to present my version of the build around [b]Sacrifice. [/b]It's my first official build write down, so pls don't expect it to be perfect :P.
So, the build is revolving around[b]Zombie Doges & Sacrifice[/b]as the main damage skill, as it is now on the PTR.About the build: yes, i saw one or two similar builds and mine is not 100% complete and perfect yet, but for my early testings it did quite well, surprisingly. This introduction includes also some theory crafting and i didn't manage to record a video of this build in action, simply because i didn't ever do one (and don't know how to/which progs/no time). Also, I think this build is weighted like ~60% : 40% fun to efficiency. I will show the build with some variations that one may choose to adjust the needs of each one. I came to the idea because my Jade WD is almost perfect geared and i wanted more diversity in my pet builds. Ok, enough of forewords, let's go!
Info about the skills from patch notes (spoiler to save some space in post, sorry if unnecessary):
Weapon damage [b]increased from 185% to 1090%[/b]
If you're wearing [b]The Tall Man's Finger, the damage is tripled to 3270%[/b] weapon damage for sacrificing your doge
- You do not gain additional damage if your giant doge represents more than 3 normal doges
Skill Rune - Black Blood
Has been redesigned
- Now stuns enemies in the impact area for 3 seconds
Skill Rune - Pride
Skill Rune - For the Master
Has been redesigned
- All your doges will now be sacrificed in a single cast for 1090% weapon damage each
Skill Rune - Provoke the Pack
Has been redesigned
Now gain 20% increased damage for 5 seconds when you sacrifice a doge
- This buff gains a stack with each cast and has a maximum of 10 stacks
Circle of Life
Chance to summon a Zombie Doge has been reduced from 30% to 15%
[b]Core of the Build:[/b]
I think the first thing that points out is the nice increased damage. Now it makes this skill more viable than ever before. But it's not just the damage why I chose to try out this skill. It makes much fun for me to blow them up and really deal damage with it. As you also can see, the skill can be used with TMF now, which triples it's damage and creates another nice synergy with TMF. This is also part of the variant of the core build.While almost every rune is interesting (except of pride, because we won't need any mana), i see only two viable choices: [b]Next of Kin[/b] (not touched by patch) & [b]Provoke the Pack.[/b]For the Master is not that effective, I think, because it needs all doges to be by your side for full potential of the rune and because of the fact, that you sometimes miss the shots, you would lose all the doges at once. I personally prefer Next of Kin, because I feel most flexible with this one. It has a 35% chance that a sacrificed doge respawns as a new one, waiting to be sacrificed again! Provoke the Pack can almost double your damage for 5sec but I think you don't benefit from the increase of damage if you just don't have any doges
Now, because of Sacrifice as our main damage delaer, I would focus on Physical element.
Well, let us put up this main spec now and talk a bit about the other skills I use.
This spec is for the normal build, without TMF and i find it slightly more fluent, but I'll talk about the one with TMF later, too (variations).
[b]Skills:[/b]
[b]Passives[/b]:
(1): exchangable skills for your own variations/preferations
(2): change these to fit your needs when you use TMF, for example Gruesome Feast and Spirit Vessel.
There are also other skills that you could use for (1) and (2), for example the active ones could be BBV:Boogie Man & Mass Confusion: Devolution (despite the nerf from 50->30%) and Tribal Rites with Grave Injustice for the synergy of lowering the cooldowns as much as possible, but then you would have to go for another CDR rolls on equip and paragon which could be difficult to maintain enough damage output.
Would look like this.
I have to admit, I have to test this variation of spec a bit more, but for now I would hold on to the main spec.
[b]Itemization:[/b]
The item that really benefits this spec, is the Homunculus, which provides the useful ability to spawn doges continiously every X sec. Best version would be of course with 4sec. I didn't find a PTR version yet, so i can't tell you if it still rolls with fixed Elite dmg reduce and allres, maybe someone knows already and could post here.If you have this, almost everything else is pretty much standard and not too hard to get:
Strongarm Bracers would be a good choice, too, but then you would have to manage other way with Blackthornes.
ParagonPoints / Stats on items:
Simple as with everything else:Core - Movement speed 'till max (25%)
Offense - Crit chance & Crit Dmg > Attack speed > Cooldown
Defense - Allres > Life% / Def / LifeReg -- just fit your needs
Adventure - Area Dmg > LoH > Gold
Gameplay:
Well, gameplay is really simple: cast Piranhado to gather mobs and trigger additional damage, shoot some torpedo doges and white trash should be down (tested in T6 with my char), also similar way with elites. For rift bosses or left over lonely Rambo - elites you would possibly have to shoot all doges and kite while waiting for additional ones to spawn. 3 sec while in Spirit Walk should be enough to avoid damage until the first doge spawns again. Otherwise just use active skill of Zombie Doges, also as a torpedo salve for example: cast all doges on elite pack until originals and respawns are all gone, spawn additional ones by yourself and another salve.Difficulties:
A bit lackluster it gets when fighting Rift boss, you will have to wait sometimes for doges to spawn.
Also the doge torpedos fire from their positions, that means it occasionally will take some milliseconds until they arrive at your target.
The End
TL;DR: Doges everywhere! If no understandiche, just read from the top
I hope you enjoyed reading my build suggestion at least a bit, so feel free to leave a comment for feedback/criticism/trolling.
HF & GL, Stay Metal & Hail Satan \m/,(-_-),\m/