Please post with:
1. class
2. hours played
3. difficulty or act beaten
4. death count (be honest, i thought it showed somewhere but i dont see any way to prove it as of yet, but no judgement here some of us have already died :P)
*****Screen shots will only be required for Hell completion and Inferno progression because beating nightmare is nothing to brag about. Most of us will have nightmare done by the weekend.*****
WHHB Solo Progress:
Class: Witch Doctor (lvl 60), Barbarian (lvl 51), Demon hunter (40), Monk (lvl 60), Wiz (lvl 45)
Hours Played: a lot
Difficulty beaten: A1 inferno
Deaths so far: a lot
Slayerviper 2-Team Progress:
Class: Witch Doctor (lvl 14)
Hours Played: 4
Difficulty beaten:
Deaths so far: 1
Bleu42 Solo Progress
Class: Demon Hunter
Hours played: ):
Difficulty beaten: Beta's mom
Death count: pizza.
ClassicWafflez Solo Progress
Class: Witch Doctor (lvl 60)
Hours: ~42
Difficulty beaten: Act 3 - Hell
Death Count: ~a lot
Pskfry 4-Team Progress
Classes: DH, Wizard, Monk, Barb
Hours: -10
Difficulty beaten: eachothers moms
Death Count: 3 and 1/2
Italofoca HC-Solo Progress
Characters: Barbarian HC (lvl 17)
Hours: 8
Farthest area reached: Act 2 - Normal
My Release Objective: Finish Normal on Hardcore
Denkasaeba25 2-Team Progress
Characters: Barb, WD
Hours: 0
Difficulty beaten:
Death Count:
Caddin Solo Progress
Characters: Demon Hunter (lvl 20)
Hours: 9
Difficulty beaten: Act 1 - Normal
Death Count: 0
InternetheroxD Solo Progress
Characters: Monk (lvl 24)
Hours: 5.3
Difficulty beaten: Act 2 - normal
Death Count: 0
TimDAMan99 Solo Progress
Characters: Monk (lvl 20)
Hours: ~5
Difficulty beaten: Act 2 - normal
Death Count: 0
RaidLeadGuy Solo Progress
Characters: Barbarian (lvl 30)
Hours: ~12
Difficulty beaten: Act 3 - normal
Death Count: 6
drclawixp Solo Progress
Characters: Demon Hunter (lvl 16)
Hours: ~6
Difficulty beaten: Act 1 - normal
Death Count: 0
Kalikoojack Solo Progress
Characters: Monk - (lvl 31)
Hours Played: 11
Difficulty beaten: Normal
Death Count: 2
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Dodge: The Monk has several ways to boosts his Dodge. It works almost like common Armor once in Diablo 3 Dodge works normaly against magical attacks. The real difference is that dodge has inherent variability. Take for exemple an Barbarian with 50% damage reduction from Armor and an monk with 50% Dodge. In terms of expected damage taken both classes are equal. however the barbarian allways take half the monster's damage while the monk ignore the damage 1/2 of the time and take the full damage in the other cases.
This is really important difference in terms of gameplay. The "dodge monk" health bar will be really volatile: it stays full until it suddenly drops while the Barbarian's one drops more constantly. This volatility are dangerous: you have less time to drink potions, grab health globes and use defensive abilities. Also some hits that can be endure after the damage reduction but not without it will allways be handled by the barbarian but the monk has a set chance to simply die.
However volatility have it's advantages too. Against really, really strong attacks a small chance to ignore is better then anything. Imagine an attack that will kill the barbarian even after the 50% damage reduction - the barbarian will allways die from that blow. But the monk still have 50% chance to survive, no matter how strong the attack is.
Since the first is much more common then the later I think pure damage reduction is better choice overall despite the small advantages of dogde. However dodge has the advantage of beign associated with offensive stats: (1) increasing dodge via DEX also gives your %damage; (2) you can increase dodge by stacking critical hit chance and picking the Sixth Sense passive; (3) the Backlash rune in Mantra of Evasion. For an pratical view of what I'm saying play Path of Exile.
Because of that I picture the "dodge monk" being somewhat an balance character: stacking huge amounts of DEX and/or CHC and getting survivability while doing so.
Damage Reduction: Concusion Creepling Wave + Resolve = 52% damage reduction debuff. Thats freaking huge number for something you get with one active, one rune and one passive. This is far better then the individual benefict you get via Dodge (comparing 1 passive + 1 rune + 1 active skill). And as I argued before, damage reduction has no variability.
This combo has severe limitation through. You have to debuff enemies which means you have to attack first. As long as you have a fast weapon I think you can ensure the debuff against melee enemies but the problem persist against bosses (wich you can't face all the time) and ranged monsters.
An alternative damage reduction combo is Slipstream Tempest Rush + Resolve. This combo gives you 43.75% damage reduction against monsters that you attack first and 25% against all other monsters as long as you channel tempest rush. This might be an good alternative to reach and kill ranged enemies.
Damage Reduction has greater values and no variability but you need to play in very specific way in order to pull out your debuffs and might have hard time against bosses's special attacks.
Heal:
Mobility:
Later i finiush my post...
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The cooldown will trigger 1.5 seconds after you cast the first teleport no matter how much times you cast it. So if you're using 1.5 APS weapon you will cast 3 teleports in an roll and wait for 16 until cats 3 teleports in an roll again.
Thats how i see that rune. Casting unlimited amount of mobility skill is something D3 game design explicit avoid. Thats why i think this rune works that way, it more coherent with option mobility options.
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Cluster Arrow costs 50 hatred. A DH can only casts two. I know meteor costs 60, however Arcane Power comes back incredibly fast while hatred don't. This is also the reason why DH's hatred generators are so freaking strong, because he have to spam then much more commonly.
The same works for zombie bears. 3 zombie bears and the WD's mana is done. And his mana takes quite a while to go back. Not to mention zombie charge is a incredibly slow spell and has very short range.
If you want to compare DPS between skills of different classes, you gotta run a time similations including resource costs and regen, not simply compare DPS. In my spread sheet the character with biggest single target DPS is an wizard (ray of frost / spectral blades).
also the reason why Wiz takes 20% more time to kill leoric is because you're using Arcane Orb, an spell that is not quite good to kill bosses. Do it with ray of frost, you will see you will get even faster times then other classes.
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I'm basing my arguments on theorycrafting + normal mode experience + information available about higher difficulties including inferno. You were saying spiders beat darts because of it's better hit likelyhood but theres no reason to believe hit likelyhood will change between difficulties.
Unless you prove somehow monsters in inferno will evade your attacks like a player would normaly do, i don't think your arguments hold any truth.
You're the one lacking strategic analysis once you're the one not taking damage per second and spiders horrible behavior against multiple enemies in consideration while overvaluing the accuracy discrepance of two skills while one have 100% and the other have 95% or higher.
Apparently you have secret analysis methods you refuse to share and submite to judgment by the community.
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"We are all connected in life and in death. Partake of the spirits of the dead and flourish like the jungle that grows wild after the fire." —Shadewalker Zunimassa
The Witch Doctor's one implies theres some connection between living and dead beigns. Maybe killing someone make it "release" some energy that belongs to living things and you, in your living condition, may absorb it. Taking those spirits also enhance your spiritual/mental condition, in Witch Doctor's case (that why he gets intelect bonus by grabing health globes).
"When the sky bleeds, the crops grow tall. When our enemies bleed, we grow strong." —Chant of the Harvest
The Barbarian one show much less knowlegde about this strange phenomenon, but it cleary says it happens. Killing heals and make you stronger... Chant of Harvest almost sounds like barbarians are harvests lives, not crops.
"If it bleeds you can kill it. Kill this one slowly." —Greyscarr, Veteran Demon Hunter
This Demon Hunter veteran are lecturing sadistic pratices when it's possible. Almost like you will get something back from killing.
"It just doesn't sit right with me. Some of the things these so-called wizards do... They border on necromancy. Or worse! It's just not proper magic." —Venerable Sorcerer Fob Dunar
This cleary shows wizards can DO something that is close to necromancy, at the eyes of this sorcerer. Gathering energy from the dead is what this skill do and what this Fob Dunar seens to be refering as "necromancy".
I think Health Globes 've an background, as showed by those skills. Sanctuary is a entire world made of demon-angel hybrids, each one having hidden godlike powers. Gathering lifeforce from recent killed beigns is not the stragest thing in the context of this game. If you ask me, programming an giant stone to manipulate how the entire world behaves it's far more fantastical and bizarre.
Sanctuary is a world with magic flowing in every corner, Diablo is a very fantastical story. It has some dark tones but still it's an very magical world, as much as Warcraft's Azeroth. Health Globes are certainly within context.
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And being "semi-homing" doesn't remotely compensates the fact that spiders have lower damage, have an delay before the damage fully triggers and the damage spread when theres multiple targets available, which is absolutly fucking horrible. The only situation were spiders are good is against bosses and against bosses Spliters Poison Darts are better in all possible ways.
Maybe for PVP leaping spiders will be good for ticking out HP with high accuracy skill. But in PvE damage and other properties counts more then hittability.
Funny how you assume another player can't beat the game.
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