- Registered User
Member for 10 years, 7 months, and 25 days
Last active Mon, Jul, 23 2012 15:04:12
- 0 Followers
- 861 Total Posts
- 25 Thanks
May 29, 2012Okay imagine Blizzard as a father, mother, or guardian taking care of thousands of ungrateful, self-indulged, whining, stuck up children that don't know whats good for them everyday 24/7 7 days a week.Posted in: Diablo III General Discussion
May 23, 2012Ocean posted a message on Inferno and Balancing, Elective Mode, Diablo III: Fastest-Selling PC Game Ever, Many Blue Postsomg d3 is so hard i hate this game, i'm so angry that i can't get everything the first week and win the game I'm going back to neopetsPosted in: News & Announcements
May 6, 2012Ocean posted a message on Diablo 100% unlock - Everyone go like everything on the reveal websiteJust wait, Blizzard increases it an amount every day....Posted in: Diablo III General Discussion
Apr 14, 2012Ocean posted a message on Unlock #3 - Developer Diary II, Battle.net Updated ToUPosted in: News & AnnouncementsQuote from Nuggetz
Anyone else underwhelmed for a third time?
Mar 20, 2012I've been thinking about this for the last hour or so, and I thought it might be beneficial for the forums now and especially when the game does go live.Posted in: Site Feedback
My thoughts are towards written guides for D3 for the sole purpose of informing and helping the users who use this forum. Having something along the lines of "general guides" for people, from what I've experienced on other game related forums is that it collects a wealth of coherent information for the community. It's also a good way for users to interact more with each other and share common ground for the future content of D3. But I don't have to go into the details, I'm sure people understand what I'm talking about.
Yes, so written guides, about anything legit. Ideas that pop into my head as of right now are, class guides, monster pack guides, boss guides, equipment, locations, so on and so forth. Even so as I'm thinking about it, the Theorycrafting & Analysis sub-forum could coincide with this idea as well. If this suggestion is liked by others in the community, then maybe that's a good spot for it. Also with Youtube and all the different outputs of media, it would be a good idea to implement a video guide section as well.
These are just my thoughts, I've seen it work on different forums. And D3 is a game that will warrant such guides to be made! Personally I've been working on a Comprehensive Monk Guide the last few days, and I was looking on the forums for where I should post it (other than the Monk section), and I thought of this.
Mar 20, 2012http://www.youtube.com/watch?v=7CTi0Q0wgPY&context=C43d29acADvjVQa1PpcFMdYM2yu4TuEmficGA1AhY6RZNDCon3PJs=Posted in: Fan Art
Just recently subscribed to this guy, he draws a lot of gaming characters. He takes a big interest in Blizzard games as well. Quite a fantastic drawer he is and also provides a refreshing commentary on Cain's lore.
Check him out!
Mar 18, 2012Now live on youtube!Posted in: Diablo III General Discussion
Enjoy for everyone that what's to know
- To post a comment, please login or register a new account.
May 12, 2012Posted in: Monk: The Inner Sanctuary
The Monk is a quick, agile melee fighter. Perfecting his mind, soul, and body, the Monk himself becomes a formidable weapon. With a mixture of combo styled fighting moves with his spiritual abilities, the Monk does his best to get into the fray of the fight and quickly avoid attacks. His presence also brings with him auras that will empower any one else around him. The Monk is out to smote the wicked and bring back the righteousness he has meditated on in his temple of 1,001 gods in Ivgorod.
- Resource - Spirit: Gained by attacking and used for other attacks combined with combos.
- Skills - Spiritual power, combos, mantras, and mobility.
- Armor - Robes adorned with spars metal coverings and circlets.
- Stats - The stat that increases the Monk's damage is Dexterity.
- Lore - The holy defender in search of vanquishing all that is evil.
- Monk Unique Gear - Spirit Stones (head), Fist Weapons, Daibo.
| Fists of Thunder | Cyclone Strike | Sweeping Wind | Way of the Hundred Fists | Lashing Tail Kick |
Monk Item Affixes
You can see all the affixes known so far in a nice table format over here, or the Monk specific ones by pressing the "Show" button below.
<input type='button' class='bbc_spoiler_show' value='Show affixes' />
Fists of Thunder (Spirit Stone, Helm)
- of the Monsoon - Tier 1 - Boosts Fists of Thunder Damage by 3-4%
- of the Monsoon - Tier 2 - Boosts Fists of Thunder Damage by 3-5%
- of the Monsoon - Tier 3 - Boosts Fists of Thunder Damage by 3-5%
- of the Monsoon - Tier 4 - Boosts Fists of Thunder Damage by 4-5%
- of the Monsoon - Tier 5 - Boosts Fists of Thunder Damage by 4-5%
- of the Monsoon - Tier 6 - Boosts Fists of Thunder Damage by 5%
- of the Monsoon - Tier 7 - Boosts Fists of Thunder Damage by 5%
- of the Monsoon - Tier 8 - Boosts Fists of Thunder Damage by 5%
- of Bursting - Tier 1 - Boosts Exploding Palm Damage by 3-4%
- of Bursting - Tier 2 - Boosts Exploding Palm Damage by 3-5%
- of Bursting - Tier 3 - Boosts Exploding Palm Damage by 3-5%
- of Bursting - Tier 4 - Boosts Exploding Palm Damage by 4-5%
- of Bursting - Tier 5 - Boosts Exploding Palm Damage by 4-5%
- of Bursting - Tier 6 - Boosts Exploding Palm Damage by 5%
- of Bursting - Tier 7 - Boosts Exploding Palm Damage by 5%
- of Bursting - Tier 8 - Boosts Exploding Palm Damage by 5%
- of Lunging - Tier 1 - Boosts Deadly Reach Damage by 3-4%
- of Lunging - Tier 2 - Boosts Deadly Reach Damage by 3-5%
- of Lunging - Tier 3 - Boosts Deadly Reach Damage by 3-5%
- of Lunging - Tier 4 - Boosts Deadly Reach Damage by 4-5%
- of Lunging - Tier 5 - Boosts Deadly Reach Damage by 4-5%
- of Lunging - Tier 6 - Boosts Deadly Reach Damage by 5%
- of Lunging - Tier 7 - Boosts Deadly Reach Damage by 5%
- of Lunging - Tier 8 - Boosts Deadly Reach Damage by 5%
- of the Wind - Tier 1 - Boosts Sweeping Wind Damage by 3-4%
- of the Wind - Tier 2 - Boosts Sweeping Wind Damage by 3-5%
- of the Wind - Tier 3 - Boosts Sweeping Wind Damage by 3-5%
- of the Wind - Tier 4 - Boosts Sweeping Wind Damage by 4-5%
- of the Wind - Tier 5 - Boosts Sweeping Wind Damage by 4-5%
- of the Wind - Tier 6 - Boosts Sweeping Wind Damage by 5%
- of the Wind - Tier 7 - Boosts Sweeping Wind Damage by 5%
- of the Wind - Tier 8 - Boosts Sweeping Wind Damage by 5%
- of Breaking - Tier 1 - Boosts Crippling Wave Damage by 3-4%
- of Breaking - Tier 2 - Boosts Crippling Wave Damage by 3-5%
- of Breaking - Tier 3 - Boosts Crippling Wave Damage by 3-5%
- of Breaking - Tier 4 - Boosts Crippling Wave Damage by 4-5%
- of Breaking - Tier 5 - Boosts Crippling Wave Damage by 4-5%
- of Breaking - Tier 6 - Boosts Crippling Wave Damage by 5%
- of Breaking - Tier 7 - Boosts Crippling Wave Damage by 5%
- of Breaking - Tier 8 - Boosts Crippling Wave Damage by 5%
- of Pummeling - Tier 1 - Boosts Crippling Wave Damage by 3-4%
- of Pummeling - Tier 2 - Boosts Crippling Wave Damage by 3-5%
- of Pummeling - Tier 3 - Boosts Crippling Wave Damage by 3-5%
- of Pummeling - Tier 4 - Boosts Crippling Wave Damage by 4-5%
- of Pummeling - Tier 5 - Boosts Crippling Wave Damage by 4-5%
- of Pummeling - Tier 6 - Boosts Crippling Wave Damage by 5%
- of Pummeling - Tier 7 - Boosts Crippling Wave Damage by 5%
- of Pummeling - Tier 8 - Boosts Crippling Wave Damage by 5%
- of Reflex - Tier 1 - Increases Chance for Critical Hit with Tempest Rush by 3-4%
- of Reflex - Tier 2 - Increases Chance for Critical Hit with Tempest Rush by 3-5%
- of Reflex - Tier 3 - Increases Chance for Critical Hit with Tempest Rush by 3-5%
- of Reflex - Tier 4 - Increases Chance for Critical Hit with Tempest Rush by 4-5%
- of Reflex - Tier 5 - Increases Chance for Critical Hit with Tempest Rush by 4-5%
- of Reflex - Tier 6 - Increases Chance for Critical Hit with Tempest Rush by 5%
- of Reflex - Tier 7 - Increases Chance for Critical Hit with Tempest Rush by 5%
- of Reflex - Tier 8 - Increases Chance for Critical Hit with Tempest Rush by 5%
- of the Hurricane - Tier 1 - Reduces Spirit Cost for Cyclone Strike by 1-2
- of the Hurricane - Tier 2 - Reduces Spirit Cost for Cyclone Strike by 1-2
- of the Hurricane - Tier 3 - Reduces Spirit Cost for Cyclone Strike by 1-2
- of the Hurricane - Tier 4 - Reduces Spirit Cost for Cyclone Strike by 1-3
- of the Hurricane - Tier 5 - Reduces Spirit Cost for Cyclone Strike by 1-3
- of the Hurricane - Tier 6 - Reduces Spirit Cost for Cyclone Strike by 2-3
- of the Hurricane - Tier 7 - Reduces Spirit Cost for Cyclone Strike by 2-3
- of the Hurricane - Tier 8 - Reduces Spirit Cost for Cyclone Strike by 2-3
- of the Scorpion - Tier 1 - Reduces Spirit Cost for Lashing Tail Kick by 1-2
- of the Scorpion - Tier 2 - Reduces Spirit Cost for Lashing Tail Kick by 1-2
- of the Scorpion - Tier 3 - Reduces Spirit Cost for Lashing Tail Kick by 1-2
- of the Scorpion - Tier 4 - Reduces Spirit Cost for Lashing Tail Kick by 1-3
- of the Scorpion - Tier 5 - Reduces Spirit Cost for Lashing Tail Kick by 1-3
- of the Scorpion - Tier 6 - Reduces Spirit Cost for Lashing Tail Kick by 2-3
- of the Scorpion - Tier 7 - Reduces Spirit Cost for Lashing Tail Kick by 2-3
- of the Scorpion - Tier 8 - Reduces Spirit Cost for Lashing Tail Kick by 2-3
- of Radiance - Tier 1 - Increases Chance for Critical Hit with Wave of Light by 3-4%
- of Radiance - Tier 2 - Increases Chance for Critical Hit with Wave of Light by 3-5%
- of Radiance - Tier 3 - Increases Chance for Critical Hit with Wave of Light by 3-5%
- of Radiance - Tier 4 - Increases Chance for Critical Hit with Wave of Light by 4-5%
- of Radiance - Tier 5 - Increases Chance for Critical Hit with Wave of Light by 4-5%
- of Radiance - Tier 6 - Increases Chance for Critical Hit with Wave of Light by 5%
- of Radiance - Tier 7 - Increases Chance for Critical Hit with Wave of Light by 5%
- of Radiance - Tier 8 - Increases Chance for Critical Hit with Wave of Light by 5%
Monk Spotlight Video
The Monk spotlight video shows some back story of the Monk along with some game play footage.
Monk Beta Skill Video
This video shows some basic game play of the Monk during the beta. Showcasing each of the abilities the Monk had at that time.
Monk Tier Armor Sets
The following video shows off a good deal of the armor tiers available for the Monk. Its important to note that these are not all of them. This also does not include all unique items and armors.
At the 2009 Blizzcon, the Monk class was announced with a trailer explaining the characters background.
Other Resources and Information
The info does not stop here, you can head out to the offical site for some more info and tools as well as the wiki article on the Monk
Mar 22, 2012I remember first introducing Diablo 2 to my best friend back in middle school. When I first was showing him around, he INSISTED that I picked up every cracked cap, worn boots and keys dropped. Diablo was the introduction to his pc gaming life. We each made every character possible, making lvl 80+ characters in less than a day.Posted in: Diablo III General Discussion
We used to argue about rumors of whether diablo 3 would be made, for the past 10 years. Diablo 3 has been the game we had both been waiting our entire lives for.
Since then we have played many games online, awaiting the day diablo 3 would come... the day the game came out we used to imagine making multiple account and just save the most epic names we could think of(before it was announced that names would no longer be "unique")
I would post my huge emotional meaningful story filled with all our endeavors...but im sure very few would read through all that ^^
This January a speeding car lost control over a raised median, hit, and killed my best friend on impact.
For awhile, I didn't think I'd even try playing without him.
It wasn't until the 15th when presales came out that I decided that instead I would be playing with a passion, opening night i've requested the days off work and i'll be playing for 2 days straight at least. Eating our favorite all nighter foods. I will use his signature names for champs etc
anyway, onto the point of this topic
I know the gaming community can be a rather creative, and ingenuitive lot, so this is me asking everyone as to what I could do in memory of my best friend while playin d3.
RIP Alex, Hydrocity, Run Nukka, raniac, Banjo_Kazooie etc
This has turned into more than a game for me
Blizzard, you da best
So far we got
-after the diablo soundtrack gets old make a memorable playlist
-gather cheap crap...for the hell of it,
-Max Hardcore Character with his name and let him die
Mar 19, 2012Posted in: Diablo III General Discussion
I hope you all are as excited as I am about counting down the days to release! With that is the time to start thinking about customizing your hero. The purpose of this article is to take a close look at the underlying design of Diablo III's skills in order to help the community create more powerful hero builds. The opinions contained within are based on my experiences with and understanding of what worked and what didn't in World of Warcraft, Diablo II, and select trading card games.
The following notes will serve to lay down the general procedure of evaluating a skill as well as some basic tips to keep in mind, especially in regards to how a Diablo game plays.
There are various aspects of a skill (and its possible runic alterations) that need to be scrutinized to better understand it. Here is a general guideline to follow:
- Applicable Game Mode
- Which mode of the game does the skill support?
- Player vs Environment (PvE): The standard gameplay.
- Player vs Player (PvP): A mode in which the value of a skill must be determined entirely differently from PvE.
- Hardcore (HC): A specialized mode of PvE that puts higher emphasis on survivability.
- Skill Uptime
- How often does the skill benefit your hero? This is defined by cooldowns, buffs, and automated attacks such as minions.
- Skill Purpose
- Is the skill (by design) an offensive, defensive, or utility tool?
- Single Target vs Area Effect
- How many targets does the skill affect? And, if multiple, how reliable is its hit rate?
- Cost vs Effectiveness
- Consider the resource costs of the skill and what you are getting in return.
Applicable Game Mode
This topic is fairly straightforward and acts as a good starting point on skill evaluation. First and foremost, you'll want to check if the skill matches the game mode you are building your hero for. To do that, you'll need to understand the gameplay concepts that each mode puts higher emphasis on.
Player vs Environment (PvE) is the standard game mode, also known as Softcore, in which your goal is to destroy as many enemies as efficiently as possible. In short, your hero's offensive capabilities are much more important than his defensive capabilities. While defense is still something you should be aware of, it is not strictly vital in this mode. Killing monsters and dying is better than not killing anything at all.
PvE also focuses on the average of your hero's performance. This means that skills with low uptime, such as skills with long cooldowns, are typically substandard and should only be considered for special events like act bosses. It also encourages high cost-effectiveness ratios, because, again, you want to average out the capabilities of your hero over time. Finally, PvE encourages the use of reliable area effect attacks. The style of Diablo encompasses slaying hordes of monsters more often than a single, tougher enemy.
On the other hand, Player vs Player (PvP) is an entirely different game in which your goal is to defeat the enemy player team. This mode often favors high-powered single target damage skills as well as utility skills to either control the opposing team or to enhance your options on the battlefield. It is almost the exact opposite concept of PvE because you no longer care about averaging out your performance. PvP revolves around the use of skills that benefit only the short-term, not the long-term, potency of your hero. Therefore, you should take into consideration powerful skills with cooldowns because the battle is going to be over long before you need to worry about the future availability of your skills.
Players love to impair control, stun, fear, and charm in PvP!
Both offense and defense are crucial in PvP. Because of this, it is always up to your own judgment to balance these two characteristics of your hero. However, don't forget the saying: "The best defense is a good offense."
The third game mode available is Hardcore (HC) mode. This mode mirrors PvE with the incredibly notable exception that survivability will forever take precedence over all other hero attributes. Absolutely nothing is more essential to you than your hero's defense! There's little more to say about HC other than skills that save your life are absolutely paramount.
Understanding the idea of how often a skill is of use to you will aid you immensely in the development of your hero's skill customization. It is also the prime reason why a hero build composed entirely of attack skills cannot be ideal.
The catalyst of the issue at hand is the limitation of available skill slots in Diablo III. This restraint requires that you should aim to receive the most benefit from each of your skill slots as often as possible because your hero can only execute one action at any given time. This puts an increased value on active skills that augment the rest of your arsenal. The gist of it is that "buff" skills are inherently good.
Buffs are active skills that simply make your hero better over the course of their duration. But what follows this is also their uptime ratio. Again, according to your applicable game mode, some buffs are short-term and some are long-term. In regards to standard PvE, you'll want to be obtaining buffs that come as close as possible to 100% uptime; a case in which the duration of the skill matches or exceeds its cooldown. This tricks the system into transforming some of your active skill slots into additional passive skill slots. It is in this way that you can maintain a stronger state for your hero.
Magic Weapon is a second Glass Cannon with no downside.
The other element of skill uptime to be aware of is the potential for some attack skills to be performed parallel to your other actions. This circumvents the fact that you can only use one skill at a time and allows these types of skills to be used in conjunction with your primary attacks. An exact example of this skill style is one that creates an AI-controlled helper-minion. After the initial time spent using the skill, it can be viewed as a free and automated source of damage that requires no further input from you.
The purpose of a skill (offense, defense, or utility) fundamentally defines its applicable game mode, but that's already been covered. The actual intent of this segment is to assist you with easily identifying the best of the best. This is possible because there exist skills that serve more than one purpose. These skills are almost twice, sometimes thrice as powerful as they first appear to be.
It's not terribly difficult to identify a skill that, when runed, becomes multipurpose (offense + something). The real jackpot is finding the select few that are already multipurpose by default and thus can only become even more omnipotent when a rune is applied.
Revenge is both offensive and defensive by design.
Conclusively, the more problems a skill can solve, the more versatile it is. The more versatile it is, the more you will be using it (which directly relates to the importance of the skill's uptime). Skills that have a wide array of usage are innately better than skills that are too narrow in their use (situational). As a final note, situational skills are not to be confused with conditional skills. The former describes when you would want to use the skill with the latter being when you are allowed to use the skill.
Single Target vs Area Effect
To reiterate, Diablo III's standard gameplay focuses more on the quantity over the quality of slain enemies, favoring area effect attacks. Single target attacks are not entirely ruled out, but because of their situational nature they will not be the focus of the following details. Thankfully Diablo III's skill system supports the ability to hotswap skills in and out as needed!
The numbers game is touched on in the next section, but it unavoidably begins here. When you're directly comparing the killing power of two area effect skills, you'll need to estimate the total net damage of each skill. To do that, you can multiply the skill's weapon damage by the number of targets it hits on average to approximate an overall damage value.
Electrocute consistently deals 240% weapon damage.
We'll end the math there, but in terms of skill evaluation, it's not entirely that simple. Some skills are less reliable than others when it comes to hitting targets. Ultimately it comes down to personal preference and practice so you'll need to try out various skills to get a feel for them.
You're always going to want the most out of your attacks, and part of that includes effecting as many targets as possible. After all, your class's resources are a very valuable asset...
Cost vs Effectiveness
Finally we arrive at the last chapter in our road to enlightenment. This subject matter is all about the numbers of the skill. How much damage does it deal and how much of a resource does it cost? The raw power of a skill ends up being the most volatile portion of its evaluation due to the fact that, through game updates, the numbers of each skill will constantly be in flux in order to achieve global game balance. It is much easier for Diablo III's developers to re-tune a skill than to redesign it entirely which is the reason why this section is the last thing to consider about a skill.
For a time, most Wizards chose Arcane Orb because it was exceedingly efficient.
However, that's not to say that the numbers don't matter because they do ultimately determine if you should be using the skill at the present time or not. Skills that are well-designed allow you to keep an eye on them for the future, but the current power level of a skill will always end up making the choice for you in the end. To determine the efficiency of a skill, you must compare its cost and damage output to each other skill of similar style (that's to say, try not to compare a summoning skill with a channeled skill). There's not much more to it. It's simply a question of: "How much bang am I getting for my buck?"
In closing, I sincerely hope you take something away from this article. These theories are the driving force behind the decisions I currently make on the official skill calculator. Only time will tell whether or not these ideas can withstand the ferocity of Inferno difficulty. See you in Sanctuary!
Sep 14, 2011Greetings ,Posted in: Clans [NA] [PC]
ToP MoB is a new North American clan rising for the release of Diablo 3. We will be specializing in creating various skill sets of teams to be able and play competitively in PvP and burn through the end game content all while helping each other out in many constructive ways so we can be able and achieve our end goal.......Dominating! We will create a competitive environment all by allowing occasional and more active players to join. As for the future of the clan and how far it can go ..... one word, dedication!
On behalf of TopMob I would also like to announce the opening our new and official vent server hosted by our sponsors http://diabloexpressions.com hence I would like to give a special shout out to them.
Head to http://topmob.guildlaunch.com
-18+ (exceptions can occur)
-Mature while having a good sense of humor
-Dedicated in bringing this clan and it's community any positive assets
-Have at least played Diablo 2 or have a good understanding of it
-A mic ( ventrillo )
We are especially looking for:
-A co-web designer (for managing the forums and future web site upgrading purposes)
-Very dedicated leaders with:
- solid experience in the game
- positive attitudes
- the possibility of managing the forums
- good base knowledge of the game
If you are interested in joining just leave a post with the following info:
-Your Diablo world knowledge level:
-Previous gaming experience:
-Any other assets this clan could use:
Go to apply @
!@! QUICK ANNOUCEMENT !@!
Clan TopMob will be part of DiabloExpressions Livestream on Sunday the 29th of April 2012 at 3pm Eastern ! We will be talking about our goals as a clan and where we are heading throughout our gameplay. Come and watch our LiveStream at
at the above mentioned time and don't miss out on our new Clan Advertisement that will show throughout the LiveStream!
See you there!!
- To post a comment, please login or register a new account.