• 0

    posted a message on Reaper of Souls Highlights: Enchanting, Transmogrification, Crafting, Crusader Thorns Build
    I'd just like to mention that I'm only standing around in the video to demonstrate the damage from thorns. To maximize my speed I always use my skills (there's no reason not to use them.)

    I've actually been doing T4 with a slightly different variation of the thorns build. It's of course slower being in t4 but pretty manageable.
    Posted in: News & Announcements
  • 0

    posted a message on Crusader Thorns Build - Torment (video)
    Quote from Bandyto

    Wrong forum.

    Not really, I'm just trying to show an example of how items can be combined to make new builds in Loot 2.0.
    Posted in: Diablo III General Discussion
  • 4

    posted a message on Crusader Thorns Build - Torment (video)
    Here's a quick series of clips I've put together showing everyone a Crusader thorns build I'm currently working on. This is a great example of how Loot 2.0 opens up the possibility for new builds by combining items and skills to create synergy. Before everyone says this is overpowered I'd like to point out that this isn't a cookie cutter/get one item and win build. This build requires a number of legendary items that I've personally only seen drop once in my entire ~40 hours of testing. I'm still playing around with the skills, passives, and enchanting to try and find the right combination but overall it's starting to feel pretty nice. This footage is all from Torment 1 difficulty. I've only tried doing a couple Torment 4 Nephalem Rifts which were much slower but still doable.

    The first couple clips I'm just showing off how powerful Thorns can be when combined with the right legendary items. I'm literally just standing doing nothing and mowing everything down including elites. I could easily complete full Nephalem Rifts by just running through the entire map not using a single skill besides the occasional health potion and Steed Charge for mobility sake. Using skills makes things even faster and is definitely required when I go up in Torment difficulty.
    http://youtu.be/X16-pIerrh8

    Here are the 6 key pieces of gear needed to create the build:

    Thorns Set (helm, shoulders, gloves) - (4 set bonus) Your Thorns damage now hits all enemies in 15 yards.
    Sanguary Vambracers - Chance on being hit to deal 1000% of your thorns damage to nearby enemies.
    1h Thorns Axe - Your Thorns damage is applied to every attack.
    Ring of Royal Grandeur - Reduces the number of items needed for set bonuses by 1.

    The key here is the Ring of Royal Grandeur which lets me replace the Thorns Set bracers with the Sanguary Vambracers.

    Near the end of the video I decided to try out a new legendary amulet which occasionally pulled all enemies to me which was SUPER nice in order to get everything in range of my Thorns. Even though I lost both damage and toughness I feel the trade off was worth it.

    Hope you all enjoy!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Loot 2.0 Legendary and Set Item Compilation
    If you guys haven't seen yet...

    http://i.imgur.com/BzYfXWi.png + http://i.imgur.com/pmUqZxQ.png

    = http://www.twitch.tv/cdxliv (WW barb wrecking Torment VI)
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Loot 2.0 Legendary and Set Item Compilation
    The calm before the storm (ie Weekend). I hope you didn't have plans Maffia ;)

    I've been taking screenshots of any legendary items I see or find and I have a couple not on the list, but didn't have time to post them from home. I'm in Overneathe/Molster's clan so they have access to see everything that's dropped for me.

    I <3 the post though, thanks for putting in the time!



    Edit: Overneathe or Molster, you should grab screenshots of the legendary items that have a chance to be rewarded from Bounties (there's an in game menu that shows you them all and their respective Acts).
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Loot 2.0 Legendary and Set Item Compilation
    I've got a couple not on the list I'll link when I get home.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Loot 2.0 Legendary and Set Item Compilation
    That's actually my screen shot of the Bottomless potion from beta, it recharges every 30 secs. No more needing to waste gold on potions ;)
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Friends and Family Beta Test Underway
    Just downloading the client now ;) I've never streamed and probably won't start but I'll be sure to share all of my experiences with everyone here.
    Posted in: News & Announcements
  • 5

    posted a message on Nephalem Rifts, augmenting the idea.


    Now that BlizzCon is over and we've all had some time to go through many of the panels, interviews, and reviews I'd like to discuss one of my favorite new features, Nephalem Rifts.

    I absolutely love the idea of random dungeons, never quite knowing what you're going to encounter in terms of maps, monsters, and bosses. It really will be a breath of fresh air for many of us after playing countless Act III, Crypt, or Uber runs. However, I still think Blizzard can do so much more with the concept and take this already great idea and turn it into truly one of the greatest features in, dare I say, any Diablo game to date. The good news is Blizzard is listening to our feedback and is still making changes to the expansion, so there's still time to offer our own opinions. I'm going to quickly go over a couple of my own suggestions which I feel would make for a much more fun experience, at least for me, to the overall Nephalem Rift feature.

    Keystone Quality

    Originally Posted by Lylirra (Blue Tracker / Official Forums)

    Like I noted above, how and when we drop Keystones will ultimately depend on how rewarding Nephalem Rifts end up being. If Nephalem Rifts end up being super-duper rewarding and lucrative, then we may not hand out Keystones all that frequently. Conversely, if Nephalem Rifts aren't super-duper rewarding and lucrative (and instead fall somewhere in the middle, where they're still satisfying but not overly giving), they we may hand out Keystones at a much more frequent clip. Overall difficulty is also a factor. Our tuning at the moment is focused on finding the right balance between the three.

    Why do we have to choose only one of the options Lylirra mentions? Dividing Keystones into different qualities would allow all of the above. Not all rifts need to be equal in terms of risk and rewards. The quality could have influence on the difficulty/mob density, number of levels, and potential loot rewards. If someone wants to spend their entire night running rifts they should be able to do so, not be limited to only a couple because of drop rates.

    Different qualities of Keystones can be indicated by the color of its name and accompanying text:

    Magic - These Keystones produce rifts 1-3 levels in depth and have an average monster density.

    Rare - These Keystones produce rifts 1-7 levels in depth, have a moderate monster density and also have a slightly higher chance at rewarding high quality items.

    Legendary - These Keystones produce rifts 1-10 levels in depth, have a high monster density, and have a much higher chance at rewarding high quality items. These could also provide more challenge by giving monsters special abilities or having more champion/elite packs. Imagine if every monster, including trash, had one elite affix such as molten or fire chains... There are many possibilities which could deem a rift worthy of legendary status.

    Searching for Keystones

    I think Blizzard is pretty spot on in terms of how players should be able to obtain Keystones. Completing Bounties or finding Keystones as random drops in Adventure mode is a great way to get people out exploring different areas they may not have visited otherwise. The only suggestion I have is to make sure Bounties always reward you with at least one Keystone, but follow my suggestion above and reward a random quality such as magic, rare, or legendary.


    Difficulty

    One area I haven't heard much about and hope we get some clarification on soon is how the new difficulties work when it comes to Keystones and rifts. If they work in a similar manor as Infernal Machines players will be able to farm lower difficulties for Keystones to create rifts in higher difficulties. I really hope this isn't the case and instead Blizzard makes Keystones usable only in the difficulty they were found in. I want there to be progression and players earning their way into these harder rifts where they'll be getting a better shot at high quality items.



    I would love some sort of a challenge which is sorely missing from the current Diablo III. Even if I couldn't ever complete one myself it would be awesome to see streams/videos where players have to theorycraft and strategically try to complete a Legendary Torment difficulty rift. The words Blizzard keeps throwing around when they talk about the expansion is "End game for all" and this could be their chance to add something for the hardest of the hardcore which hasn't been present since early release.

    Incentive to go Deeper

    One of the first things I asked my friends shortly after they got back from BlizzCon was "What was at the end of a rift?". To my surprise none of them could even answer this question. All of them said that they completed the required number of kills to spawn the Rift Guardian before making their way to the end of the rift. I hope this isn't the case when the expansion is shipped, otherwise it's going to feel pretty lame.

    I feel there needs to be an incentive to finish all of the Rift levels instead of just completing the required monster kills, but at the same time not punish the players that don't have more than 20 minutes. One easy option I could see is to have a counter for each individual level in a rift instead of one for the entire rift. That would mean a Rift Guardian spawning after each level. Is that a little excessive? I'm not really sure, but it would encourage people to finish a rift completely so they get to clear all guardians.

    Named Keystones

    This is just a fun suggestion I have when it comes to Nephalem Rifts. I think it would pretty cool to have some named legendary Keystones that generate rifts with unique content.



    Examples like the one above could be used to open special rifts to things like unique monsters, tile sets, and even have the potential to drop items not found anywhere else. From the elusive secret cow level to a map populated entirely of champion/elite packs or perhaps a rift littered with treasure goblins and include greed himself. There are so many fun possibilities here.



    I'd love to hear what other suggestions the community might have to improve the Nephalem Rift feature in its current iteration.

    P.S. Please forgive me for any grammatical errors. I could hardly keep my eyes open at the time of writing this.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Thank You, Diablofans.com
    Jaetch couldn't have worded this post any better and I share many of the same feelings he does. Even though I might not post every single day I'm most definitely browsing these forums on a daily basis, literally all hours of the day. It's communities such as these that give us a voice and allow us to connect with other like-minded people. I was also selected as an MVP on the official Diablo forums and I can give 100% of the credit to Diablofans and the community for reaching this status, without you all I'd have never been able to share my thoughts and ideas with the entire Diablo community.

    Thank you.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Diablo III Auction House is Shutting Down on March 18, 2014
    This is just insane. I'm certain they've already thought of a different way for players to "trade". Cough..Trading post..cough ;)
    Posted in: News & Announcements
  • 0

    posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom I
    Sounds like we're going to see an idea similar to what I suggested for item achievements in "Loot 2.0, discovering its true potential". In order to use an items appearance for transmogrification you will need to unlock that item by finding it first.

    http://diablo.incgam...rview-gamona-de

    It also sounds like Loot Runs are a very similar concept as proposed here http://www.diablofan...review-a-dream/ . They even mention the random elite/champion/boss at the end of them, the random tile sets, mobs, etc. The only thing they don't mention is how we get access to them, maybe new drops from the purple named monsters?
    Posted in: News & Announcements
  • 0

    posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom I
    That's crazy if the legendary beam was actually sparkling... If the Nephalem Trials are indeed random spawning dungeons scattered all over the world that's also very similar to my ideas posted in "Patch 1.0.9, a dream". Hopefully we'll get to see what they're all about very soon as well.

    Super exciting!
    Posted in: News & Announcements
  • 0

    posted a message on New Reaper of Souls Teaser Image on Chinese Site
    New image revealed!

    http://img3.cache.netease.com/game/blizzard/d3/images/d3-1-8-bg.jpg

    Shows the Black Soulstone, Imperius, Itherael, and Auriel!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reaper of Souls (Spoiler?)
    The anticipation is killing me...

    I can't wait for the news to drop come GC.
    Posted in: Diablo III General Discussion
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