We have a website made for skills and passives now! Thanks to ChaotiK.
http://diablo3characterbuilds.com/
Below are more sources just in case:
Barb
Skills: http://imageshack.us/photo/my-images/233/barbactiveskills.jpg/
Passives: http://imageshack.us/f/21/barbpassiveskills.jpg/
Wizard
Interactive Skill Page: http://panikmeister.pa.funpic.de/d3/wizskills.html
Passives: http://i.imgur.com/u9wS9.jpg
Monk
Interactive Skill Page: http://panikmeister.pa.funpic.de/d3/monkskills.html
Passives: http://i.imgur.com/tbyAM.jpg
Witch Doctor
Skills: http://i.imgur.com/PLC2c.jpg Thanks to Faithful
Passives: http://i.imgur.com/RaIWu.jpg
Demon Hunter
Interactive Skill Page: http://panikmeister.pa.funpic.de/d3/dhskills.html
Passives: http://i.imgur.com/jozqz.jpg
- Kickin_It
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Member for 14 years, 3 months, and 6 days
Last active Tue, Nov, 21 2017 23:11:34
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Deathpeon posted a message on Compiling All Skill and PassivesPosted in: Diablo III General Discussion -
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From the recent leaks I was able to find out what Overpower does and its rune effects.Posted in: Barbarian: Bastion's Keep
OVERPOWER
Press the advantage of a powerful attack to overwhelm the enemy for X weapon damage to all targets within X yards. Overpower becomes available whenever the Barbarian makes a critical hit against an enemy.
-RUNES-
A Killing Spree: Whenever used, your chance to critical hit is increased by X for X seconds.
B Storm of Steel: Throw up to X axes at nearby enemies which inflict X weapon damage each.
C Revel: Heal X of your maximum Life whenever Overpower is used.
D Momentum: Overpower stays active for a duration of X seconds and generates X Fury for every enemy hit.
E Crushing Advance: Reflect X of incoming melee damage for X seconds after Overpower is activated. -
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Onizuka_King posted a message on Ill leave this heresuper RANT lol....Posted in: Diablo III General Discussion
http://www.youtube.com/watch?v=DDYjljdje-g -
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Legremlin posted a message on Dust collecting drawingsIt's been a while since I've been on this forum checking fan art, probably since the monk was released. By this time I have been drawing various characters for my own amusement. I've decided to share them, I have many more Diablo feel sketch drawings but I don't want to unleash all that I did. Also, since I try to use all of my sketchbook pages, they have stains from verso sketches. <_<Posted in: Fan Art
So here are a few:
Called the fatty Gastric Gargentua and the other one was the fifth class concept(which I abandoned) Lancer
Lamprey Eel and ActII Sand Summoner
Witch Doctor without his mask and Demon Lizard
If you guys want I can post my other sketches.... -
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Brenugae posted a message on Beta BeggarsEDIT: Hmm, this ended up being pretty long, sorry. TL;DR = New player's input is just as valuable as dedicated fan input.Posted in: Diablo III General Discussion
Claiming that anyone who only casually plays Blizzard games are random idiots is ignorant. Claiming that only 'hardcore dedicated' fans deserve Beta invites is also ignorant. The original Diablo games are pretty much a generation old now, and you can surely bet on the fact that they are aiming for Diablo III to draw in many players that are new to the franchise. This new generation of gamers are the ones that are going to be buying games from Blizzard as future years and future games are released. Blizzard is going to value their input on the game just as much as they'd value a long standing fan.
Now I'm not suggesting that they will value a dedicated gamer's input any less, they are a valuable resource when it comes to designing the game. That being said Blizzard also needs to listen to this new demographic so that they can ensure they have a future generation of gamers who enjoy their games as much as the longtime fans, like myself and many of the other members of these forums including yourself Hpnot1Q. You need to take a step back and look at it from the point of view of a design team who wants to create a healthy balance of the old and the new. I live with several people who's first Blizzard game was WoW and I've gotten them sufficiently excited about Diablo III that they are all going to be purchasing it on release night to enjoy the Diablo universe with me. They've all given Diablo II a shot in the past few months and I've found some of their insight into the game surprising due to the simple fact that they aren't wearing rose-coloured glasses and blinded by nostalgia, able to bring a refreshing point of view on the mechanics and gameplay and whatnot. Blizzard would do well to listen to these player's thoughts and ideas.
I of course would love to receive a Beta invite, though I've had terrible Blizzard Beta luck like many people. Yes I started playing Blizzard games fifteen years ago starting with Warcraft II when I was nine years old, and have purchased and enjoyed every Blizzard game since, including six years of WoW. I however don't believe Blizzard owes me a thing because the enjoyment I've gotten out of their exceptional games more than makes up for the money I've paid and the (sigh) lack of Betas I've been invited to.
People really need to lose that false sense of entitlement they have. I understand that many people may want a game designed by a minority population like the dedicated fan base of a game that's over a decade old at this point. A population that can only go down as time goes on. The franchise needs fresh blood if we want to continue enjoying it and receiving regular updates and whatnot. New ideas that are kept in perspective (ie. no zombie terminator machine gun Nazis) will only make the game better. -
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Dolaiim posted a message on The major flaw of an Auction HousePosted in: Diablo III General DiscussionQuote from popo_joe
ok you take away haggling, since games r reduced to 4 players and you dont need to see people for trading, what would be the point of playing online?
Seriously? You're saying "The only purpose of playing online is to trade items face-to-face and haggle." Literally the most absurd argument I've ever seen on this matter. Possibly any matter ever.
Quote from popo_joe
stop comparing diablo and wow, they have nothing in common.
diablo is not an mmo, and the only way to socialize in the game is either by trading (which wont be popular with an AH) or by helping people or getting helped.
I am so sick of this argument, it infuriates me. There is a very very large intersection between a game like WoW and a game like Diablo. They are played with other people, you create and build characters, those characters fall into identical RPG archetypes, said characters rely heavily on gear for their effectiveness.. I could keep listing things, but it's pretty boring, so. The point is, just because one's massively multiplayer and the other isn't is immaterial. And I would argue that Diablo has ALWAYS shared some minor elements with "massively multiplayer" games..mainly because parts of Diablo are indeed persistent: battle.net. You can get into a game at any time with almost anyone. That right there lends itself to having certain similarities with WoW.
Quote from popo_joe
in wow, since the world is so huge and openworld, an AH is practical.
So your argument is, since an AH is practical in a large persistent world, and Diablo does not have a large persistent world, therefore an AH would NOT be practical in Diablo? Hopefully you can see the fallacy in that argument. Just because it's convenient in WoW has no bearing on the fact that it's ALSO convenient in Diablo.
The real reason an AH is convenient? So many items. With such a huge influx of items, there has to be a common center where people can go to efficiently and effectively exchange said items. That's why one of the first things humans ever built when tribes got large enough was a marketplace. You wouldn't just walk through an entire city with a wagon full of crap yelling "CELL PHONE CASES! GOT SOME CELL PHONE CASES!" No. Go to the fucking mall and get a console.
That's also why, in a game that relies on other people but does NOT have a persistent in-game world, an AH is absolutely critical! Trading and economy was so ridiculously broken in D2 that people literally created a web site that made their own, out-of-game economy because the in-game one was pathetic. If you don't agree with that, we're done here.
Quote from popo_joe
dont take AH for granted, we still dont know and im sure blizz dont wanna take down trading.
and btw for me, as soon as you cant haggle , i dont call it trading, you dont trade in an AH, you just buy stuff, just like with merchants.
Seriously? You're gonna make a semantic play right now? Trading is the exchange of goods between two parties. If you honestly believe that the word "trading" means meeting face-to-face and physically exchanging stuff through a p2p trading window, and anything other than that is not trading, I can do nothing for you.
Omninom rebutted your points perfectly, but I simply had to contribute for the sheer enjoyment I get out of debunking ridiculous collections of words. -
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OmniNom posted a message on The major flaw of an Auction HousePosted in: Diablo III General DiscussionQuote from popo_joe
ok you take away haggling, since games r reduced to 4 players and you dont need to see people for trading, what would be the point of playing online?
Playing with other people.
They're both RPGs with randomized loot and a valuable ingame currency. They both have large communities who wish to trade with eachother without hassle.
Quote from popo_joe
diablo is not an mmo, and the only way to socialize in the game is either by trading (which wont be popular with an AH) or by helping people or getting helped.
Or playing the game cooperatively--the main function of battle.net.
Quote from popo_joe
dont take AH for granted, we still dont know and im sure blizz dont wanna take down trading.
It's highly likely there will be an auction house. And it doesn't take down trading, it gives you a better way to do it. Manual trade is still an option.
Quote from popo_joe
and btw for me, as soon as you cant haggle , i dont call it trading, you dont trade in an AH, you just buy stuff, just like with merchants.
No, you bid on items, that's why it's called an AUCTION house. That's half the fun. -
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Dolaiim posted a message on My biggest disappointment with D3 so farPosted in: Diablo III General DiscussionQuote from midnighttempest_5881738
Thus the balancing issue of having 8 players in online D3 is an non-existent issue.
Exactly right. Why? BECAUSE THE PLAYER CAP IS 4.
People, at a certain point, we have to stop arguing about who's assumptions are more correct. We have no factual information about how gameplay in Diablo 3 is affected by the number of players in a party.
What we do have are two camps:
1. People who trust Blizzard to choose reasonable feature constraints, at least until we get a chance to actually play and make an informed personal opinion.
2. People who do not trust Blizzard to choose reasonable feature constraints, and want to make their opinion heard that "4 is not enough."
Both camps have equally valid reasons to exist, based on precedence. Although I've chosen my camp, I really feel like we need to curb this discussion until we all have more factual information to guide our debate. The topic itself is a really important one, but carrying on over the same well-worn rhetorical ground, while lacking any substantive evidence to enlighten those in opposition to your particular viewpoint, just isn't doing anyone any good at this point. -
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From the MPQ files:Posted in: DiabloWiki
regenerates 1 quantity per 100/lvl seconds
So Replenishing gives 1 in 20 secs and Propagation is 1 in 10 secs. - To post a comment, please login or register a new account.
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Didn't you read the OP?!
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Official Blizzard Quote:
Even so, there is going to hit a saturation point and what will we do about that? We have a bunch of ideas on how to deal with that, most of them do revolve around extending the item database at some point. Whatever we do, we’ll try to make sure that the player base has a lot of forecasting, like they will know long before we do anything what we’re going to do so that they can prepare. We don’t want people to go on the AH and spend basically $100 and then us change the item database the next day. We want them to know, in 3 months we’re changing the database “OK, well that gives me time to plan and think about what I want to do.”
Not gonna happen, sorry.
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During the Q&A session with lead game designer Jay Wilson at Blizzard HQ Thursday, we were treated to a fairly lengthy discussion about the Skill Runes system. Evidently, runes will not come into play during the Beta test, which led a participant to ask when we’ll see them. Jay responded that Runes will first start dropping in Act II Normal and mentioned that Skill Runes were the only major game system that still had significant revision coming its way. This statement opened the floodgates on a new Rune system that they're hoping they can get into the game. Before I get into the specifics, Jay wanted us to mention:
Official Blizzard Quote:
By the way, this is all theory; we haven’t put this in yet, so this is the way we think we’re going to go, but it’s not solidified. So keep that in mind when you report on it, make sure you say “this is theory,” but I feel like it’s theory worth sharing, especially with the fan community… We haven’t tried it out yet. So it might suck. I’m gonna put that caveat out there, but that’s the one thing we still want to try with that system, and if it works, we’ll keep it. If it doesn’t, then the system works pretty well as it is.
Overall, this theory of Blizzard’s isn’t particularly earth-shattering. Runes will still be placed in skills to alter their functionality in the same way we’re used to. They’ll still be item drops off of monsters, but the team didn’t think that Runes felt like items in the classic Diablo sense. There was no variation, no randomization. A given Rune-Skill combination always produced the same result, so long as the level of the Rune was constant. In addition to this, when moused over, the UI for Runes simply displayed the effect it had on each of your active skills. During the internal alpha testing, they found that this became a nightmare point of comparison and, after a while, just got to be frustrating for the players.
To rectify these issues, they came up with the idea of having Runes drop “unattuned.” This basically means that when a Rune drops, it’s just plain and grey and doesn’t have any specific effect on your skills. Once you socket the rune into your skill, however, it becomes attuned to that skill, providing it a bonus based on the Rune type that it randomly rolls. In addition, they are considering adding an additional random stat bonus – much like the charm system of the now-scrapped Talisman – to attuned Runes. Bashiok had this to say about the new system:
Official Blizzard Quote:
Personally, I love it, and hope it finds a way in.
I'm not so sure about rolling to see which rune effect you get (it could still work), but I *love* the idea of random affixes. That you could have a end-rank rune for the skill you want, with the effect you want, but you still don't have ideal stats on it. That just makes the min/max item hunt that much cooler, and makes runes more important than... "Oh, I found another Crimson rune. Great. /salvage"
These features combine to add an air of randomness, familiar with most Diablo loot, to Skill Runes as well. Skill Runes of equal level can vary significantly from one to another, and high-stat or “Perfect” Runes will likely become incredibly valuable. On the other hand, if you socket a Rune into a skill and don’t get what you want out of it, they hope that it feels much more like any other piece of loot that drops that you don’t want and not like a let-down or a waste of a Rune (especially considering that Rune might be valuable to another player with a different build or playstyle).
This proposed system would also play into the new skill system. Since skills are now freely swappable, they felt they needed a soft mechanism to encourage the player to focus on their favorite skills rather than swapping them out for whichever skill was preferable for a given situation. The fact that Runes are permanently attuned to a specific skill as soon as they are socketed in that skill accomplishes this. Although Jay described Rank 1 Runes as “candy that you can throw out and experiment with all you want,” higher rank Runes will be much more precious. Socketing high-rank Runes into a skill will represent an investment in that skill, hopefully discouraging the player from swapping it out for another on a whim.
While the core mechanic of Runes would remain unchanged in this new system, Runes - especially high-level ones - will become a much more valuable commodity. Since each Rune is permanently attuned to a single skill, they will be much more build-specific and, with random stats, highly sought after Runes will be far more difficult to obtain. What do you think? Do you like the sound of this proposed new system or are you happy with Skill Runes the way they are?
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My best advice is just to not get too down on yourself in A1. A1 Hell is definitely the hardest part in the game IMO. Zombies especially just have a ridiculous amount of life. Try to get something with poison damage and/or open wounds to negate their hp regen and you should be able to take care of them.
EDIT:
It doesn't work on some undead, like skeletons. Zombies have 50% drain efficiency in Hell, meaning 50% of your life/mana leech will be effective.
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You're proud of a character with no spec at all? How is leeching your way to 99 without contributing anything at all something to be proud of? No offense, I just don't understand why that would be something to put pride in.
Anyway...to your point of respeccing: I've already made my opinion clear on builds in D2 all being the same. In addition, if you screwed it up, you could just reroll and get your character back up into the 80s within a day. How is that a better system than an actual respec?
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Psh! Gotta rep the DFans YouTube! 720p and properly sync'd sound!
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Approximately what date would you imagine us being able to play the Demon Hunter at home? :tongue: