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    posted a message on Custom Engineering
    Quote from Antirepublican

    It is not a hatred generator anymore. It costs 30 hatred, and the dmg went up to like 275%.

    :fret: Damn patch 14.
    Quote from Molster
    • DiabloWiki.com - Spike Trap Spike Trap GenerateCost: 430 Hatred / Lay a trap that arms after 1.2 seconds and triggers when an enemy approaches. The trap does 135275% weapon damage to all enemies within 8 yards. / You can have a maximum of 3 Spike Traps active at one time.
      • DiabloWiki.com - Long Fuse Long Fuse : Increases the arming time to 2 seconds but increases damage to 182371% weapon damage.
      • DiabloWiki.com - Sticky Trap Sticky Trap : Plant a bomb on an enemy rather than on the ground. If the target dies within 30 seconds, the trapbomb explodes dealing 196404% weapon damage to all enemies within 8 yards.
      • DiabloWiki.com - Scatter Scatter : Simultaneously place all 3 traps at once.
      • DiabloWiki.com - Lightning Rod Lightning Rod : When the trap is triggered it releases a pulse of lightning that will bounce to up to 3 enemies for 135275% weapon damage as Lightning.

    Guess my melee DH will be using Grenades as a generator then, eh? At any rate, I'll remove the Hatred cost option from the poll; everything else is still relevant though!
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Custom Engineering
    DiabloWiki.com - Custom Engineering Custom Engineering:
    "The duration of your Caltrops, Marked for Death, Spike Trap, and Sentry is increased by 100%."

    I find the fact that whirly blade damage-per-second kind of trap, but from what we've seen of the skill recently, it just blows up after the short arming time is up and an enemy approaches. It doesn't really have a duration to increase. There's a whole lot of ways Custom Engineering could still affect Spike Trap; what would you like to see? What do you think we'll actually see?
    • Increased hatred generation
    • Reduced arming time
    • Increased damage
    • Increased damage radius
    • Increased maximum number of traps
    • Spike Trap dropped from the passive (Blizzard just keeps forgetting it's there)
    Personally, I think the last option is, unfortunately, the most likely outcome. However, of the other options, I think increased hatred generation or increased damage radius would probably be most likely. It's difficult to say how useful the reduced arming time would actually be (1.2 sec isn't that long), but it could be beneficial if you're using fast weapons and can spam it more. Straight increased damage is kind of blase and would have to affect all the different rune variants as well. Increased maximum number of traps would be awesome, but I think it would be a little OP and push Scatter even further towards the best rune (4 traps at once would equal 540% weapon damage per cast; miles ahead of almost any DH skill, let alone Hatred generators).
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on sweeping wind question
    Quote from sizipus

    since this thread is about sweeping wind I'll aska few questions of my own :-)

    1) post patch 15 (as mentioned in the unofficial notes) does sweeping wind now a SPENDOR instead of generator ?

    2) based on same notes , can you activate SW right of the bat and use a mellee generator to refresh SW and build its stacks without the need to recast it ?

    3) assuming the answer to the last question is yes and you decide to choose inner storm for the +spirit , does as long as you hit with a mellee generator you gain 9 (6 base for the generator and 3 for the inner storm rune) spirit ?

    and one last question (not SW related) , does the game have health potions/rejuv and do they have a CD like WoW does ?

    thanks for your info

    Yes to questions 1 and 2 and the health potion question.

    As to question 3, Inner Storm generates 3 Spirit per second when the SW buff is at max stack. It doesn't actually have anything to do with how often you hit with your other generators, so it's not as simple to say you'll get 9 Spirit from your generators instead of 6. But...the spirit of your assumption is correct in that you'll generate more Spirit more quickly with the Inner Storm buff.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Class Emblems
    Quote from Assaultally

    Still have been looking since post, can't find em anywhere! :QQ: :QQ: :QQ:

    There's an album with them on our Facebook page as well.
    Posted in: Fan Art
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    posted a message on SkillBuild: The Immortal's Rush
    Yeah, unfortunately Tempest Rush builds were way cooler before Patch 13 when it did 170% WD (I think?). It seems like 50% is too weak to be useful IMO, so hopefully it gets a buff before release.

    Quote from OmniNom

    The tooltip doesn't say how often it hits for 50% weapon damage, but my guess is that it's based on weapon speed like every other skill.

    Based on the description and the nature of the skill, I kind of assume it has nothing to do with weapon speed and will damage enemies any time you pass through them while channeling the spell. With this assumption in mind, I came up with this build that essentially aims for maximum possible movement speed so you can run through things more often: http://us.battle.net...UdZk!bYc!ZZabab

    Assuming all buffs (Blazing Fists/WotFS) are active, we're looking at 80% increased movement speed while channeling TR (assuming movement buffs are additive). Air Ally and Chant of Resonance are there to provide extra Spirit for channeling TR (though Air Ally was a hell of a lot better before Patch 13 too) and Transcendence provides some nice healing while channeling. I don't know if the 5% on Wind Through the Reeds is really worth it; there might be a better rune and/or mantra choice there, but I've included it for the sake of the build's "theme."
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Brainstorming, RUNE POINTS allow customization/builds
    This was (basically) the same thought that I had when I read about the new rune system. The problem I have with the rune system as it stands now is that it essentially makes builds that rely on particular rune effects completely unviable until that/those rune effect(s) are unlocked - which in some cases isn't until the 50s. If the Crimson rune for Mantra of Evasion doesn't come unlocked until level 40 (I don't know the actual level...I'm sure it's out there somewhere, but just using it as an example) it basically negates a dodge Monk as a viable leveling build.

    I think Rune Points are a good solution to this issue: it allows players to get the runes they want/need to make their build as soon as possible. I don't feel like having restrictions to which runes you can choose, like the OP suggested (only 1 per skill?) is really necessary, but there could be trouble with learning curves and new players wasting their rune points. Therefore, maybe the system could remain how it is in "tutorial" mode and rune points would only be available if the player chose to play in Elective mode? It's also a great compromise for the players who miss getting to do something/put a point somewhere when they level without being a stifling system.
    Posted in: Diablo III General Discussion
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    posted a message on You Will Die
    I like that dude's beaver hat.
    Posted in: News & Announcements
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    posted a message on Is Haunt any good?
    Quote from TheDFO

    Quote from pikke

    Resentful Spirit is damage oriented, in the example raise damage to 103% per second. Not so bad.
    Eh, 103% damage per second? When you can usually cast 120%+ skills per second? I guess it's okay.

    You're missing the point...what's better? Casting that one 120% skill 3 times (360%) or casting Haunt once and then that 120% twice (309% + 240% = 549% over the same duration). The choice is clear, especilly considering the fact that Haunt, in all likelihood, costs less mana than that 120% skill.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Anyone else missing the 'Weapon switch' button?

    Official Blizzard Quote:




    One good reason why it's not a feature we like the idea of is that it adds a new type of play complexity that we don't want to layer on top of those that we already have. We're creating the game, the skills, the movement speed, kill rates, skill runes, and all other combat related mechanics and features to fit as tightly together as possible. Throwing in weapon swapping forces that tightening/balancing to take it into account. Only thing is that it's not a clear cut feature. You either know how to game it - or you don't. So it creates a separation of players that isn't based on use of the character and skills but doing this weird little trick and swapping back and forth between weapons at specific times. It becomes a necessity to remain effective or as a strong opponent, and we believe the combat has enough going for it that it doesn't need difficult to explain and understand features like weapon swapping.

    I know this is probably the wrong audience to try to make that argument to, because most of you are on the winning end. But trust us that there will be plenty of separation between you and the noobs to show how awesome you are without weapon swapping.

    You also have the issues of it just being used for storage, which feels super cheesy. Or as a means to game MF by swapping in weapons to get 0mgz uber dropz.
    Posted in: Diablo III General Discussion
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    posted a message on Are there only 4 ranks of runestones now?
    There's always been 7 Rune ranks and there still are, they've just changed the dificulty distribution (where they drop).

    http://us.battle.net/d3/en/item/runestone/
    Posted in: Diablo III General Discussion
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    posted a message on Bulldozer Monk
    http://us.battle.net/d3/en/calculator/monk#UTQVZX!aYc!YcbbZc

    @Fice, I like your build, the only issue I see is that the Sweeping Wind Vortex buff only lasts 5 seconds and is only applied on the 3rd strike, so it doesn't seem like it will be easy (or even possible?) to keep it fully stacked while also taking advantage of Tempest Rush. With that in mind, I've replaced it with Indigo Exploding Palm - imagine throwing out 5 bleeds and then Tempest Rush to chain all the explosions!

    I've also replaced the Mantra with Retribution, if only for the sake of conversation. If you're TR'ing through a big pack of monsters, it seems reasonable to assume that they're going to be hitting you multiple times per second, which would make the Golden Rune there much more efficient for gaining Spirit compared to Healing's flat rate per second. On the flip side, of course, it reduces your survivability and is only effective "in combat."

    I've also added Blinding Flash and Breath of Heaven as more of utility skills runed to increase damage. One of them could - and probably should - be replaced with a good skill for single-target damage (probably either WotHF or Lashing Tail Kick). Blinding Flash doesn't necessarily play well with Mantra of Retribution since the idea is to get hit, though it's probably better than Breath of Heaven if you go with Mantra of Healing.

    Thoughts?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on HC - Trapsin build NO RANGE WEP
    Quote from miracle_

    Nice melee build it! Inspired me to make my own ... and wow i think i love this one way more than my trapsin build

    http://us.battle.net/d3/en/calculator/demon-hunter#hWgjUP!gdc!cacacb

    basically this is a HC build.. any BEST 1-hander wep you can find, and a good shield
    u start off by sticky bombing the first enemies, then you throw up the sentry/chakram shield
    use fan of knives for extra dps/escape stun, and maelstorm inbetween normal attacks to heal up/kill ranged
    and finally keep up constant shadow power (insane 30% attack speed/40% dodge) to tank big things

    I like the spirit of the build, but I think there's room for a few improvements here:

    A.) I'm not sure if you'll be able to use any arrow skills if you don't have a ranged weapon equipped (it wouldn't work from a common sense standpoint, but there isn't anything indicating that it requires a ranged weapon. Maybe someone in beta could confirm?) Maelstrom would definitely be awesome if it works, but I don't see that happening.
    B.) You have Cull the Weak, but your only slow comes from Fan of Knives, which only has a 40% uptime max (assuming you spam it on every CD).
    C.) Shadow Power is great, but with a 20 Disc. cost and only an 8 sec. buff, I doubt you'll be able to keep it up constantly. Maybe replacing Cull the Weak with Perfectionist would help here, but I still think it won't be able to be kept up constantly.
    D.) While Sticky Trap is good for damage, it looks like it will probably reduce the rate at which you can gain Hatred from the skill, since you can only have 3 out at once and you have to wait for the enemy to die to plant another. With Spike Trap being your only Hatred generator, I think that would most likely become a problem.
    E.) I could be totally wrong here, but I think it will be folly for a HC melee DH to rely on a stun with a lengthy CD for escape/survivability. I think you're going to have to work either Vault or Smoke Screen into your build for when you get in over your head.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on HC - Trapsin build NO RANGE WEP
    You've inspired me to have a go at a melee DH build. I don't necessarily think it will be the best build for HC, so I'm not concentrating on survivability as much as your build does.

    http://us.battle.net/d3/en/calculator/demon-hunter#fhgWYk!dfc!YbZaab

    A few notes:
    • With Impale being reworked to a thrown knife instead of a bow shot, I'm assuming at least some of its rune effects will change. If not, I think Golden Impale will be way better than Grenades.
    • Basically you can spam Grenades (or Impale) and Spike Trap in between auto-attack while hitting Fan of Knives when it's off CD and keeping your Shuriken Cloud up.
    • Caltrops provides a nice damage boost (Cull the Weak) and crit increase (Bait the Trap) while also providing damage reduction (Numbing Traps), so it should be kept active all the time as well.
    • I think any of the Discipline skills could slide nicely into the 6th skill slot. I like Golden Preparation for the "oh shit!" button, but it does have a long CD. Mobility in Vault or Smoke Screen, extra damage and healing or damage reduction from Sentry, Marked for Death (Obsidian runed), Companion, Shadow Power...all are good options that this build would make great use of.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Shock Doc
    Well it's a gimmicky build obviously. It's definitely never going to be the most powerful build you'll see around here. I just thought the Umbral Shock/Soul Harvest combo (511% WD AoE) was kind of interesting. The CD on Spirit Walk and Soul Harvest are 13 sec. with the Spirit Vessel passive and you also have Dogs and Haunt to fill the gaps between CDs with the build as I suggested it. The other 4 skills could really be used for anything: single target damage, Gargantuan, better CC, whatever.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on WD Sacrifice build
    Quote from Moondude

    I haven't been seeing any builds involving the sacrifice ability of the zombie dogs. I agree that they need to be together but to see no build using it is surprising.

    http://www.diablofans.com/topic/28704-zombie-dog-explosion-combo/
    Posted in: Witch Doctor: The Mbwiru Eikura
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