yesterday i came up with a realy unique build that works amazingly well.
think about captain america with anger management issues who never runs out of juice!
the only requirement for this build is the weapon Gyrfalcon's Foote 1h legendary flail.
as a bonus you can try to get the Jekanbord Shield as mentioned by Stiwiz. this will be a godly combo!
it works as followed:
your secondary ability becomes your primary ability because of the weapon,blessed shield now cost 0 wrath!
Condemn with unleashed rune for instant cast. 15 sec cd requires 0 wrath
heaven's fury with either Ascendancy or Split fury rune has 20 sec cooldown and requires 0 wrath.
Bombardment with impactfull bombardment 60 seconds CD requires 0 wrath. (we will use the passive lord commander to bring the cd to 40 seconds)
akarath's champion for the extra attackspeed and dps bonus and ofc 1 proc chance.
Steed charge for those wtf moments where you need to get out of stuff. (also benefits from the lord commander passive and brings cd to 15 seconds)
so the rotation is as followed: you can spam blessed shield as much as you want and you make a rotation starting with bombardment.
wait 5-8 seconds and spam blessed shield.
now you use condemn. wait 5-8 seconds again while spamming blessed shield.
now its time to cast heaven's fury. again 5-8 seconds of spamming blessed shield and now the cd for bombardment has resetted.
you can do this rotation 4-ever!
this will wipe packs of the map in torment 1 without problem!
make sure blessed shield has shattering throw rune. this is the most effective and cool effect aswell.
here is a link to my build. http://eu.battle.net/d3/en/calculator/crusader#SiVQlO!bSZf!YZbYZY
here is a link to my profile. http://eu.battle.net/d3/en/profile/Fighter-1441/hero/39197676
you can pretty much choose what passive abilities you like except for the lord commander
what makes this build unique is:
no wrath required.
playing a better version of captain america is cool.
really effective.
you can use steed charge in this build!
hardcore proof! (im using this on hc)
let me know what you guys think!
Fighter
- CherubDown
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Member for 13 years, 10 months, and 9 days
Last active Thu, Jul, 13 2023 08:16:54 - GoogleCherubDown on Google+
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Fighter1441 posted a message on Who needs Wrath? BuildPosted in: Crusader: The Church of Zakarum -
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Xye posted a message on Who needs Wrath? BuildI've been wanting to try this out myself, wrath really is a pain in the ass and this 1H flail solves all my problems until Blizzard starts to do something about it. Not that it ever drops.Posted in: Crusader: The Church of Zakarum
Protip: Format your text so that it isn't painful to read. -
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Fitsu posted a message on Anyone else feel like they hit the loot-wall?I knew this would happen eventually, i'm just a little surprised at how quickly it happened. I'm already at the point where the pool of legendaries left that exist which would be an upgrade is very small. In fact I think I have 8 items left.... Thunderfury, Cindercoat, Axe of Sankis, IK Boots, IK Belt, Earthquake Legs, Earthquake Helm, SoJ. Anything else is just instant-salvage and i'm not saying i'm not still enjoying playing just surprised how quickly i'm at the point where i'm salvaging 99% of drops, is most others already at this point or have I just been insanely lucky with drops?Posted in: Diablo III General Discussion -
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Psycosislol posted a message on Psy's Fire crusader build for t1-t4http://i.imgur.com/zcfruwu.jpg is what I'm currently wearing and my toughness is a little lower then usual in that picture cause I'm trying a different helm.Posted in: Crusader: The Church of Zakarum -
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Psycosislol posted a message on Psy's Fire crusader build for t1-t4Hi I wanted to share the build I'm currently using to solo rifts on torment 4, but i've used it the entire since i hit 70. I currently have 1.1mil dmg unbuffed 1.2mil with laws of valor, and i have 64% fire dmg and 27% fire reduction cost for fire skills.Posted in: Crusader: The Church of Zakarum
The passives i use are
1: Heavenly Strength 2: Wraithful 3: Finery 4: Blunt or Long arm of the law for higher torments.
The abilities i use and runes
1: Slash + Crush 2: Blessed hammers+Burning wraith 3: Falling Sword + Super heated 4: Laws of valor + critical or laws of hope + stop time for higher torments.
5: Steed Charge + Nightmare 6: Bombardment + Impactful Bombardment.
I use slash+crush due to its cleave+very high crit chance i find it to be better then any other wraith generator for this build.
Things about the build I choose to use blessed hammers+burning wraith over other wraith spenders because its so cheap and crits for 6mil per hit for me and i can spam it forever so i find it better then any other spender + it benefits a lot from the wraithful passive, and heals you for alot.
Falling sword with super heated is amazing the dot that is put on the ground once you have a lot of fire damage % ticks for millions, and the initial leap from it normally crits for 21mil+ for me.
I like steed charge with nightmare because all the dmg increase from my fire dmg makes it hit really hard + it breaks CC which is very useful and it has a fairly short cd.
I use impactful bombardment to nuke champ packs it normally crits them for me for 45mil+ It helps alot on higher torments and on lower torments it just burns champ packs.
You want to try to get maximus for this build it can really well and have up to 20% fire dmg on it + the proc is really crazy the fire chains on it crits for 9mil a second and with law of valor it crits for 11mil.
You can swap a few things around in the build as needed for how you gear is and the torment your running, This build also works amazing in rifts so please give it a shot if you enjoy fire builds.
Thanks for taking the time to read this I'm sure the guide is poorly done as its my first one . My battle tag is Sighcosis#1498 if you want to look at my gear etc. -
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Nacho_ijp posted a message on Holy Emoticons!you should make one for the crusader dudePosted in: Off-Topic -
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Jamoose posted a message on How long until Blizzard fixes people "cheesing" normal mode?Some people will always have an edge over others. Let's say the game was fully balanced in terms of risk vs reward. Then what? You'd be like "Alright, everything is cool now" ? I don't think so. People will still have an edge over you. Multiboxers, botters, power groups, good clans...Posted in: Diablo III General Discussion
Just play the game the way you enjoy it. Some people are extremely lucky on normal but 99% of the people claiming to have found everything on normal are just lying trolls. -
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shaggy posted a message on How long until Blizzard fixes people "cheesing" normal mode?Posted in: Diablo III General Discussion
No. They don't.Quote from Finder
Items need to actually be tiered through all difficulty levels, not just a jump at T1.
They really, really, don't.
I'm really, really, tired of this "there is only one right way to play the game" arguments. First it was "killing monsters is the only right way to play" debacle. Now it's the "killing monsters on the difficulty that some guy on the forums has arbitrarily determined is appropriate for you is the only right way to play" argument.
I'm sure that Blizzard will tweak risk vs reward, but in the meantime the sky is NOT falling, Chicken Little. -
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Astion posted a message on Crusader Transmog Thread!Posted in: Crusader: The Church of Zakarum
Rate the above transmog, and post your own transmog! -
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Finder posted a message on RIP AH you will be missedPosted in: Diablo III General Discussion
TRANSLATION:Quote from Nausicaa
Funny coincidence, they remove the AH the same day I stop playing ^^
Might be back one day... but sure as heck not gonna pre-order any RoS. Happy gaming. RIP AH. Maybe we will see you again some day, from developers that want to make some progress.
WAHHHHHH I CAN'T SELL THINGS FOR REAL MONEY ANYMORE. - To post a comment, please login or register a new account.
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Edit: I want my Diablo 3 to look and feel like this:
http://www.youtube.com/watch?v=j9s4fuOL3FM
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If we lose nothing and gain nothing, I fail to see the point of it.
Besides, I'd say we can't just go around promoting every website that comes along and wants to be our friend. It fills up front page real estate and if that website really has nothing to offer, it's a poor deal. That's just my opinion though.
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After a few iterations of the unreleased unattuned runestone system, Blizzard has decided that it's not solid enough to be released for testers. From the sound of it, unattuned runestones will not make it into the game:
Official Blizzard Quote:
We actually have moved on from the previously discussed unattuned system. We've been trying many different ideas out, but we're not quite comfortable enough with any of them yet to invite you in and see what you think.
Channeled Skills Resource Cost Issue
Nothing has changed here, but it's worth mentioning because it's an interesting debate:
Official Blizzard Quote:
Some beta testers are finding that DoTs (generally, skills which do damage per second over X seconds) are scaling w/ a weapon's DPS, not the flat damage. Instead of the WoW method (lowering the time between "ticks," and then adding a whole tick after a threshold is reached), the damage is just flat out scaling w/ weapon speed. However, it only applies to DoTs or other non-weapon speed based skills (pets, channeled spells, Ice Armor reflect damage, etc).
First of all, GOOD. Continuous scaling makes it less of a headache to balance and see results instantly from upgrades in gear. However, will these effects be obvious in skill tooltips? Will it tell us when a skill uses a weapon's damage or DPS for calculations, plus how this all works in dual wield? Take a monk, dual wielding fist weapons, using Exploding Palm. He applies the DoT bomb; the DoT damage scales w/ weapon speed, but which weapon? Do you alternate hands to calculate damages?
The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.
We've been thinking of changing the tooltips and going with “ continuously does X% weapon damage”. The reservations we currently have are:
Even though we say continuously, there’s a pulse rate under the hood, so do players want to know this pulse rate?
If we did show a pulse rate, we’re adding more complexity to an already complicated tooltip.
However, the benefit of being able to directly compare 135% weapon damage on Disintegrate to X% weapon damage on another skill is super high, so we love that.
Stepping back and going big picture, we’re currently working on greatly simplifying tooltips. It’s too early to give details at this point, but our general feeling is that we provide way too much information in the skill tooltips in general.
Facebook Beta Sweepstakes Reminder
Tomorrow will be the second-to-last wave of invites for the Facebook Beta Sweepstakes Blizzard is doing. To be clear, however, that does not mean they will not continue inviting people into the beta.
Official Blizzard Quote:
Interested? Good! Sign-up is easy. Simply follow Diablo® and complete our official entry form between now and December 12 for your chance to win.
Diablo Wiki Update
By PhrozenDragon
What's New?
Apoc has implemented a new way to better display NPC information. Essentially NPCs in the wiki now work just like items do, where all the relevant data for an NPC is stored on their data page, such as Data:Npcs/Captain Daltyn. At the moment the change is more preparatory nature than anything else, but down the road it will allow the wiki to use NPC information with much greater flexibility.
The template documentation plan mentioned two weeks ago has been completed, modeled after Wikipedia's structure, and Talkerst has begun implementing it in the wiki. You can see some examples of this new documentation on Template:Weapon DPS, Template:DocStart (the documentation template itself), and Template:Booksource.
A new gem list as been added, based on the item list showcased last week, and is implemented on the Gems page. The gem information is also up-to-date and has ben expanded to explain in more detail how gems work.
The item lists are almost complete with just Mighty Weapons and a few class armor pages remaining.
I've also started adding some excellent new fan art from our dedicated fan artists to the wiki. //www.diablowiki.com/File:Tal_Rasha_by_Tepes.jpg">Tepes' Tal Rasha" class="wiki-link">//www.diablowiki.com/File:Tal_Rasha_by_Tepes.jpg">Tepes' Tal Rasha"/> Tepes' Tal Rasha, //www.diablowiki.com/File:Demon_Hunter_by_Wargasmic.jpg">Wargasmic's Demon Hunter" class="wiki-link">//www.diablowiki.com/File:Demon_Hunter_by_Wargasmic.jpg">Wargasmic's Demon Hunter"/> Wargasmic's Demon Hunter and //www.diablowiki.com/File:Diablo_Lord_of_Terror_by_MuppZA.jpg">MuppZA's Lord of Terror" class="wiki-link">//www.diablowiki.com/File:Diablo_Lord_of_Terror_by_MuppZA.jpg">MuppZA's Lord of Terror"/> MuppZA's Lord of Terror have been added, and I expect to add quite a bit more in the near future as I still have unread threads in the fan art forum. If any fan artists want to upload their own art, feel free to do so.
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Official Blizzard Quote:
For Diablo III, we were aiming to launch by the end of 2011. As we’re announcing globally today, our new target for the game is early 2012.
That is, as far as I know, the last time they spoke about a release date.
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Official Blizzard Quote:
Diablo III Beta Patch 7 – v.0.4.1.7391
Released 12/1/11
General
Bug Fixes
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It has to do with two of Matt Uelmen's compositions - one from D3, and one from D2. I'll start with "Lord" which is a newly-release 'composition' available on the new 15th Anniversary CD. There's not a whole lot to say about it except that it is a complete rip-off of one of the movements from Stravinsky's The Right of Spring. Take a listen to it for a moment. You won't have to go far, because it essentially loops the theme (I say theme here, but really it's just an ostinato):
"Lord" by Matt Eulmen
Now listen to Igor Stravinsky - The Rite of Spring, Part 4 (at 0:25).
Eulmen's 'version' is only a half-step up from the original (Eulmen's version is in E-minor and Stravinsky's is in Eb-minor):
This isn't the only time Uelmen has done this. You guys might not have noticed, but throughout all the Rimsky-Korsakoff/Wagnerian-sounding elements in Diablo 2, there's a direct quote from Wagner there:
Uelmen's "Ancients" from Diablo 2
Wagner's Overture to Tristan und Isolde
Likewise, here's the passage to which I'm referring:
My point here is that, while I adore all of Matt Uelmen's works, I find it bizarre that he would do this. Additionally, I hope "Lord" doesn't make it into the final game for the reasons mentioned.
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If you’re not sure quite what I’m talking about, go take a look at the calculators for each class. You’ll notice that regardless of your class, if you’re doing damage, it’s based on attack power. Traditionally, in Diablo II, the damage of the Sorceress and the other classes was based on arbitrary base values that scaled with skill point allocation. For example, Icebolt has a base cold damage of 3-5, and as you allocate points there’s a simple (albeit arbitrary) formula to curve it. (See The Arreat Summit for greater detail).
Now, before you yell bloody murder, allow me to explain why this move is both insane and brilliant. And no, it’s not because I’m a fanboy.
Firstly, it’s very simple and straight-forward. We all know Blizzard loves to make game mechanics and features as straight-forward as possible (this is a positive thing, by the way).
Secondly and more importantly, balancing items against skills across all classes is far and away easier. Let me give you an example of what I mean: If skill ‘A’ from the Demon Hunter does 120% attack power and skill ‘B’ from the Barbarian does 145% attack power, regardless of what item I throw on them, the comparability of the two skills is straight-forward. Now, skill ‘A’ and ‘B’ are two completely different skills with different cooldowns and there’s a whole lot of other factors that go into balancing them (i. e. weapon speed), but we can at least be sure with a brief look at the attack power what the differences are.
Thirdly, it streamlines the idea that, regardless of your class, your weapon is your most important tool against Diablo’s minions. I think that’s pretty compelling. And, there are plenty of non-weapon items in the beta that increase attack (which overall makes you do more damage).
Finally, one of the cruxes of the ol’ Diablo II model which Diablo III has attempted to solve is that if you wanted to increase the damage of one of your abilities as a Sorceress, you had to resort to finding certain really hard-to-find attributes like +1 to skill points and +% to fire damage (which, I theorize, is why there were a plethora of these ‘fringe’ attributes by Diablo II’s downturn). There was no in-game item attribute that increased spell damage across the board and that’s what I think the goal here is for Diablo III.*
To be fair, the penalty for this new model is fairly obvious: Why in the world would wielding a sword increase the Wizard's ability to conjure fire lasers? Also, I think we as gamers are accustomed to seeing the 'elemental class' with some staff or wand, but those items are still viable. But in the end, Blizzard decided that such a minor dissociation from the norm was worth a lifetime of consistently simple gameplay mechanics.
*On a side note, I hate to rat on one of the greatest games of all time (Diablo 2), but let’s turn off our hindsight goggles.