Quote fromI'm not sure. Maybe that's part of the beta testing thing for the Battle.net 2.0 accounts? They may randomly select. I don't think they've said anything.
Do you know how they did it for WCIII?
On Wc3 you can log on the PTR which is usually called Westfall... Whenever there's a patch you can log on the beta testing via the realm chooser in game....
I think it will be similar in d2.
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Use a calculator to determine what's better to roll, damage range or 10% dmg (i think 10% dmg is better in this case).
If you are short on gifs then don't use one on this weapon. If not then just use and reroll, who gives a shit.
IK weapon might become more useful after the 2.2 patch but that could only come in a few months from now so...
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Pretty sure it worked based on current disc in the Blizzcon build However, i do see them changing that because it totally discourages the use of disc skills and could lead into "unwanted" style of gameplay from the dev's point of view.
Good job on the calculations and all but i think it's a tad bit too early for this level of in depth analysis because as others have pointed out, all of the specifics are subject to change and imo the probability that this set will be significantly different than what it was when it was first shown at Blizzcon is very high.
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I tested Mutilate and from what i've seen, it does increase the bonus damage taken of mobs from 10% to 20% from all sources. Pretty sure it works the same for Lacerate as well but not sure about Blood bath (probably not?).
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The only reason i don't have many gifts is because i keep using them.
Every once in a while i find a weapon for one of my classes that justifies a gift so i just use it. I always have ~7-9 gifts in stash and i try to stay like that. I guess the addition of gifts stacking is welcome but not that important for me personally.
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They really need to change that crappy legendary affix on Madwac's sorrow...
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It's a matter of preference.
I prefer to do full clears because i don't need trial keys and i usually don't have a million t6 rift keys. Also, i find full clears to be a lot more profitable in terms of legendaries per hour even though i'm usually very lucky with kadala... But one blood thief can pretty much count for like 4 rifts that you close so not exploring the rift can be a waste imo...
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Yep, used to happen every now and then pre 2.1.2... Since the patch i did not encounter this issue. I guess the bug is still active.
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On barb there's basically one end game build which is the FC barb (using the Raekor set). Raekor barbs move very rapidly and can clear rifts really fast. You will be basically jumping from pack to pack, watching everythign explode infront of you or die from dots behind you. It's quite an easy playstyle but does require some accuracy with the charges. Raekor barb lacks single target damage though so it can take minutes to kill an RG over 40. Last night it took me 7 minutes to kill Perendi on GR 45 (with a few deaths mind you) but i still got the clear. It's just funny to spawn the RG after like 7 minutes and then fight him fro another 7 minutes. There is also the lightning ww build but that's really just for solo T6 and lower GR.
On crusaders there are a few viable builds; Condemn crusader, Stampede, Shotgun, and zdps. Condemn is awesome for T6 speed farming, stampede can be good for solo GR, Shotgun is kind of outdated but still works for t6 and mid gr, zdps is an awesome spec where you play a support crusader in groups for doing trials or greatier rifts.
Monk is at a good position at the moment where you can experiment with wave of light, cyclone strike and tempest rush. All viable specs in T6 but in solo GR you would probably only go for the WOL build with the lightning pillar rune. If you use Tzo krin's gaze you are like a ranged caster that only goes close to monsters when he wants to apply the exploding palm debuff. You can cast your pillars from afar and it really plays like some sort of a wizard imo just with awesome monk skills like dashing strike, exploding palm, mantras, etc... Without the Tzo krin you can go for the melee variation which is really nice imo. tempest rush monk is a very fast playstyle, you can run the "conduit build" and basically melt T6 solo while on the move. Cyclone strike is very useful for groups that want efficiency; the most noteable use of it atm is in groups running low level gr (~36) where the monk pulls everything for the barb to explode.
Even on demon hunters there is an alternative for Marauder's with a completely different playstyle that involves vaulting around like a maniac using the Danetta's set and casting rain of vengance on everything. It's a good change of pace from the standard M6 setup but it doesn't compete with it on high gr or antyhing, It's mainly for T6 and mainly for solo.
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I can't say i spent time on research so to speak but i read forums and discuss with friends. I also play all classes so i'm not the most knowledgable in one specific class (especially not the dh). But that has nothing to do with this. I am telling you that you get 0 hatred issues in trials with a 0dog in group if done right. I tried it and it works, tell me i'm wrong now?
I wrote: "One sentry is out, it increases your damage by 100%. 5 sentries out, they increase your damage by 500%." and it's the exact same thing. The damage increment is 500%.
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My information comes from actual game play. Iam top 30 DH EU right now and I have compleated 56 in 4 man. It looks to me I know what I am doing. If you did not know you dont use WD for trials. You go there with 2 crusaders one for globes one for damage buff. In that setup we where able to get GR 58 key. And yes we still lack globes almost each trials run. 0dog WD can spawn globes fast if he is using legacy mojo and almost noone has that. Elite damage for trials is useless agreed but I did not talk about trials. Crusader spawns more globes if there are more monsters and RG is single target. 0dog WD does not spawn globes in GR. I did not read rest of the post because so far you dont use valid arguments.
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One sentry is out, it increases your damage by 100%. 5 sentries out, they increase your damage by 500%.
"almost no one has that" is irrelevant, i was talking about a specific setup and with that setup, you don't run out of hatred in trials, period. I tried it, i got high keys with it and i also tried non 0dog trials and also got high keys with it. 58 was highest without 0dog iirc... didn't do enough trials with 0dog to see if we can break 58 tbh.
This: "0dog WD does not spawn globes in GR" is simply false.
My arguments are 100% valid and i'm talking from self experience. I am not top whatever in solo but i do have high gr clears in groups and on most classes over 40 in solo. Anyway "if you did not know" you can use wd in trials.
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If the character selection screen is hard coded somehow then seriously, we are screwed. I remember a blue post stating that there are certain elements in the game that are hard coded like the in game UI for an example (the skill barb and all that) and that it would take a tremendous developing effort to change said elements. I don't know how true that statement is but it makes you wonder if we would ever get some of the QOL changes people have been asking for, for ages now.
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This "With crusader AS buff and WD AS buff there is basicly no difference between AS weapon or no AS weapon" is simply wrong. Where do you get that information from? And no, in trials with 0dog you don't run out of hatred and no elite damage in trials is useless. 0dog does not spawn more or less globes when fighting an RG so no, that's not true. the stat priority between ias, ad, ed, rcr on wepaon / gloves or whatever, is different for various setups. For 2 players (wd + dh) i found that you still need quite a lot of rcr. For 4 player groups (wd+crus+2dh) you can totally give up on rcr and rely only on the health globes. For any other setup that doesn't involve 0dog, you want as much rcr as possible.