SUCK IT!!!!!!!!!!!!!!!!!!!
I knew they made inferno harder, not easier.
- FistOfZakarum
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Member for 14 years, 6 months, and 29 days
Last active Fri, Sep, 16 2016 17:02:20
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Apr 4, 2012FistOfZakarum posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyPosted in: News
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Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookPosted in: NewsQuote from Shrieker
Quote from BogatogFair enough, the amount of gear you'll get in a run through probably won't be sufficient to have a huge impact on the difficulty on a single run through.
I'm still not convinced that the overall level of difficulty in inferno has increased or decreased. All we know is that Acts 3 and 4 are more difficult than 1 and 2 right now. Maybe they tweaked it to be harder and then decided it was too hard for the whole game, but wanted the end to be even more difficult than originally planned.
Personally, I was fine with the static difficulty and was a fan of it as well. But I actually prefer the later acts to be more difficult.
Hopefully you're right about not being sure if the difficulty is increased or decreased.
Sorry for quoting this again but:
We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
The "that" does in my opinion confirm that the other acts was as hard as the last act is now, but they've been decreased.
This is stupid logic. They never said a decrease, all I read is that they made Acts 3 and 4 now BRUTALLY hard. AKA, they wanted to increase the difficulty even more to give a ladder effect on the progressing acts difficulty.
Let's remember. All monster in inferno are 61+. How would they lower the monster level in acts 1 to make it harder than hell if they had to go to level 60 or lower for inferno. Doesn't make sense.
I approve the change, haters gonna hate.
See you at release lol. -
Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookHELLO!?Posted in: News
They never said anything about DECREASING difficulty, where are people getting this idiotic notion from?
They said they're INCREASING the difficulty on Acts 3 and 4 to make it an ELITE level.
TL;DR You can't satisfy everyone. Might as well stop arguing with the fools that think this is a bad change.
Let's put it this way. Would you rather have the Skeleton King and the LORD OF TERROR have the exact same difficulty? No. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »Uhm... sure...
Lets say that he has 2 skills.
Skill 1:
Move 1: Charge
Move 2: DoT
Move 3: Escape
Skill 2:
Move 1: Flurry
Move 2: Stun
Move 3: AOE
He starts out by using either Charge or Flurry, which activates DoT and Stun for a bit over 0.5 seconds. Same thing for DoT/Stun --> Escape/AOE. He can combine these moves to create varied combos.
And no, I didn't read your whole post. The quote is what matters (I was actually looking for a excuse to post...
...I like posting...)
Well that actually clarified things for me, glad to see they implemented this instead of the assasin style floating orbs. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »But we already have a combo based character.
The Monk.
I don't think you read my whole post, please define how the monks "combo". -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesJust occurred to me that it would be cool to have a combo based character. They wouldn't have an energy bar necessarily but instead options of moves to go further with.Posted in: News
Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest. -
Oct 6, 2009FistOfZakarum posted a message on Diablo III, the Female MonkPosted in: NewsQuote from "Septar" »
As everyone knows
muscle=speed.
not really
[/COLOR]
Do you even know what you just said? Muscle is directly related to your speed so i don't see what the point of your post was. I don't mean she needs to look like the HULK or anything but at least be very very toned. -
Oct 2, 2009FistOfZakarum posted a message on What Do YOU Want To Know About Diablo 3?COW LEVEL!? Confirm or Deny!Posted in: News
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Oct 1, 2009FistOfZakarum posted a message on Diablo III, the Female MonkShe has better be at least visually muscled so i can believe that she has the monks speed.Posted in: News
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Sep 28, 2009FistOfZakarum posted a message on Character Energy SourcesHas it been confirmed yet that life/mana (or in this case energy depending on the class) leech will be in the game? Or is the orb system supposed to replace both that and potions?Posted in: News
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Bola shot does scale with attack speed regardless of when it activates.
I'm well aware that an enemy needs to die to activate spike trap.
The build will be viable in inferno, why wouldn't it? This is a perfect kitting build.
Why would I need another generator when I only have 1 spender which uses 1/4th of my hatred?
At 400% weapon damage in an AOE I'd say Sticky Bomb is quite efficient for its cost, especially when a skilled player like myself can heard mobs into Calitrops to maximize its damage.
Smoke bomb also does a lot of damage and synergizes well with Calitrops.
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Bola Shot Spam on a ton of targets, throw out sticky bombs.
Very safe and fun build.
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1) Yes it procs off all spells. This is confirmed.
2) Yes, it procs off all wizards generated attacks.
3) No, it procs with every attack that does damage, meaning 1 attack that hits a target no matter how many times will generate 1 charge.
Forked lightning is chosen because each bounce I believed reduced the damage starting at the initial hit of 80% damage. If I'm incorrect and this is in fact 6 hits of 80% damage that are guaranteed I will without a doubt chose Chain Lightning rune.
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You do realize how many sources of Lightning are hitting targets all at once right?
-Electrocute X3 (if crits in a pack X4 potential more hits from forked lightning)
-Proc chance on Magic Weapon for X3 more hits
-Lightning hydra X3 every second
-Storm armor rune effect, whenever I crit another strike is sent out so X1.
- Storm armor base ability for retaliation hit X1
8% is high enough for it to proc often, stop pushing your opinion as fact.
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What.
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I do less than half damage? Care to show me some numbers?
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Basic idea:
Electrocute and Lightning Hydra with Arcane Dynamo are the 2 main damaging abilities.
Crit oriented build with a 1h+shield for survival.
Magic weapon for dps boost and Electrify rune to proc more Paralysis and do more damage.
Diamond skin for bad situations, frost nova to be used offensively or defensively.
Storm Armor for a nice dps boost on crits.
This build has no AP usage with the exception of 1 hydra at every new "screen" to keep up damage.
Arcane Dynamo Lightning Hydra damage (base) = 34%X1.75= 60(round up)% per head X3 = 180% weapon damage every second over 15 seconds = 2700% weapon damage in a completely optimal hydra cast
Electrocute may look like a bad spam skill but with high crit you be activating Forked Lightning, Shocking Aspect and Electrify quite often.
Potential Changes:
Add Teleport instead Diamond Skin in for more escape, Diamond Skin is cooler though IMO and achieves a similar defensive goal.
Add Dartling instead of Magic weapon for the 20% consistent damage and pierce to proc more paralysis.
Drop Storm Armor for Energy Armor with Pinpoint Barrier for 60% more armor and 5% crit.
(Lose damage for defence)
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Ive decided on Spirit Barrage with mana rune.
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Get rid of WoTB, since your primary attack is Charge and Rend you won't be in the fray very long for it to be very useful. Also while trying to be at max fury, WOTB with Thrive on chaos seems detrimental to your goals.
This is what I would change things to. You gain a passive 30% more damage and 3% more crit. I would also advocate a heal somewhere in this build by possibly swapping out Ground Stomp for Revenge with Provocation.
CC will be a serious issue in inferno so i feel Juggernaught is a huge bonus for any Inferno build so I swapped Superstition for that because you already have great Fury generation (even with only 3 abilities, trust me you'll be fine).
http://us.battle.net/d3/en/calculator/barbarian#aSVcki!YcT!YZcaca
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Strength
Vitality
Resistance
Armor
Life on hit / Life Leech %
+Damage
Max Fury
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If you're planning on going into inferno and having your pets be of any use I would highly recommend Jungle Fortitude over spirit vessel for this build.
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http://us.battle.net/d3/en/calculator/witch-doctor#hWYTgP!Zde!cZYYcZ
Taking extreme criticism on this. What do you guys think?
Active summons out on the field :
- 4 AoE Fire dogs
- Big Stinker Gargantuan
- Toad of Hugeness for CC and decent damage
- Summoned Spectre shooting spirit missiles (pewpew)
- Random Spawned fetishes from Toad cast / Firebomb spam
- Fetish Army on a 90s duration