• 0

    posted a message on Shield Barb viability?
    Try this: http://us.battle.net/d3/en/calculator/barbarian#beYcVk!bXd!ZaZZcb

    I've been using this build since all abilities were available. Similar to what Maniacman is referring to: Generate fury through Cleave and Shouts; when in trouble / lots of mobs / mobs keep running away, I stun using Stomp; when fighting Elites, I stun them using Seismic Slam.

    Revenge is a MUST! It's healing is phenomenal when surrounded by mobs, plus (based on my abilities/passives) I am stacking alot of Vitality, meaning my % life is quite high! Revenge and Inspiring Presence generally provides alot of healing on its own. I sometimes swap out Rend for Ignore Pain ("Ignorance is Bliss" Rune) when I get into trouble with Elite mobs.

    Damage output I think is fine; depends heavily on strength from gear and my weapon. Soloing Hell atm, and I'm doing fine.

    I tried to change to a heavy DPS build with dual-wielding in NM and got obliterated; barely lasted a few seconds without getting 2-3 shotted! I don't know how some people do it! Shields are almost necessary for the Barb.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Time Lock Build - Arcane(8 second Frost Nova)
    Interesting build; a lot of potential for CC and AOE, only a few points to make...

    The slows won't stack; they'll be multiplicative... Effectively you'll be reducing their movement by 86% (But, in all honesty, that's still REALLY slow)

    I think it'd be much more effective to Teleport in > Slow time > Teleport out > Arcane Hydra; As videos have shown before, Hydra can be placed at range (what that range is, I don't know) so it may be wiser to cast at range, rather than while your still in the pack of mobs (Especially in Inferno, where 2-3 hits is all a pack of mobs may need to kill a wizard)

    My only other quarrel is that 10 yards on Slow Time isn't very far! If the character models were to scale, it might actually be good, but 10 yards in game doesn't translate like that; this distance might work better against a Boss or Champion mob, but not a large pack of fast, moving scavengers or anything else that may be spread out.

    But that's what Skill Calculator's are for! Experimenting! Theory-Crafting! I love this idea and it's definately one I wouldn't have thought of.. Certainly going to try it out; well done :)
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Nightmarish Enemies
    Sounds like some serious bad luck; being a ranged monster pack may even make the "Nightmarish" type a bit OP?

    I've run into packs of Nightmarish monsters before, and at times, I throroughly enjoyed the challenge!

    I don't believe this type of monster champion is imbalanced or anything of the sort, but without really testing it, I do wonder if the "Fear" effect has a diminishing return...

    @Feralio: I love the idea of a "Jailor" type monster! Sounds like a great idea, especially for a ranged mob vs. Melee characters (or even to root Ranged characters attempting to run away :) )
    Posted in: Diablo III General Discussion
  • 0

    posted a message on New mantra system
    Quote from craig_g

    I absolutely agree with #2 and #3, the new Mantras provide a lot more flexibility. OTOH, Spirit costs seem to be a serious issue now and I don't think the Spirit generated by your Skills is sufficient to effectively use a variety of Spenders/Mantras. We might have to rely on gear a lot more than we think to solve this problem.

    Agreed! We'll either see a greater increase to spirit generated, or perhaps see the larger spirit pool make a return!

    @pmpch: your referring to the indigo rune stone in Mantra of healing? I would imagine they would add an effect like "can only occur once every x seconds" or something...
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Lethal Decoy Gone :(
    Quote from greatmars

    IMO it wasn't supposed to be a bomb but a tactical skill like serenity so basicly you use it and it takes aggro of you then the damage done is a secondary effect.

    so i think they should bring it back but with lower damage and spirit cost ex 120% damage 5sec 20 spirit.
    Oh I totally agree: the "original" lethal decoy wasn't a bomb; indeed, it was a tactical skill, especially useful in survivability or to distract one pack whilst you kill another.

    I was referring to the "new" lethal decoy: it was a quick aoe bomb... Bringing it back would be good! It's not like every class has the exact same amount of skills anyway! One more wont hurt... In its original form :P
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Deadly reach crimson rune (Increased Durations??)
    The original rune stone effects were stacking, e.g. Deadly Reach (Foresight) was "... increases the damage of all attacks by 10% for 11 seconds. This effect stacks three times".

    Breath of Heaven is different too; it only had an 8 second duration!

    Remember: these are all effects we won't see in the Beta. So until someone Data mines this info from the D3 client, we won't know if these are typos... If they aren't typo, the Monk just started looking a lot better :D
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on patch 8 notes
    Quote from Hypz23

    Some weird changes. Why do signature spells no longer cost arcane power?? And why did they decrease the magical item drop rate, when it wasn't very high to begin with.

    They don't refer to the DROP RATE, but rather, how early a character will see magic items!

    Example: Initially, Magic items started to drop at, let's say, level 2. Now, the game will only start dropping magic items at level 5.

    As the notes say, the INTRODUCTION of magical items has been slowed, not the RATE at which magical items drop.

    I believe it just means that we'll have to start taking notice of any common items we might find...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Lethal Decoy Gone :(
    I remember watching a very early video of Force using Lethal Decoy... Back when the timer was 5 seconds... Honestly, it seemed to take forever to explode!

    Then, I watched another where the ability lasted 1 second... and it went too quickly!

    Lethal Decoy was Blizzard's attempt to give the monk a viable AOE ability, which many fans found there was a lack-of.

    Now, Cyclone strike has come along, and I for one welcome the new ability! Quickly draw them in, and explode with a blast! You could then activate Mantra of Evasion in case any stragglers exist, and finish them off with Crippling wave or even Lashing Tail Kick! And the rune stone effects aren't bad either (Implosion anyone?)

    It seems this new ability has made a few interesting combinations for the Monk... Rather than walking into the middle of a pack and dropping a "Bomb"
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on New mantra system
    Your referring to the new patch notes where a monk can now spam a Mantra due to low spirit cost and no cooldown?

    Previously, having to wait 15 seconds to activate the mantra in order to receive the bonus effect seemed tedious; you'd have to remember "Oh right, I have a mantra, I'll activate it, get the bonus effect when a fight begins, and then have a wasted skill slot for 15 seconds"

    I think their thought process for this New Mantra system was to make Mantra's a viable, usable skill, as opposed to a "Buff" or "Aura" you had to remember to keep turning on before a fight began, or simply have to refresh.

    Now, Monk players can spam a mantra (e.g. Mantra of Conviction) and either ( a ) be happy with the 20% damage increase, or ( b ) when faced with a boss/challenge, are able to spam the ability (when spirit is available) and be provided with double the effect, to quickly dispose of any challenging monsters.

    I just feel like there should be more emphasis on having lots of different combat moves/spells rather than running around spamming the same spell again and again.

    I understand where your coming from; Mantras don't need to be taken! You might find another ability (perhaps one that is runestoned) that allows a similar effect as a mantra, and still provide lots of different combinations! In the end, with Co-op play, Mantras will definitely be a viable option, especially in harder difficulties.

    I think this Mantra system will become similar to the Barbarian's Shouts; constantly shouting, spending fury in order to weaken enemies/strengthen himself. Would a monk now be any different? Activating Mantras, spending spirit in order to heal himself/increase damage to enemies?

    Woah... I wrote alot :P
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Diablo 3 Beta Patch 8 - Official Patch Notes
    " The introduction of magical items into the game has been slowed "

    What does that mean? Fewel magical items at lower levels?

    I believe this means that we won't see magical items right away; perhaps the game will check your character level (i.e. if your character is level 4/5, then the game will know to start dropping magic items)

    I always noticed that magic items could even be found by a level 2 character; I think it just means for the first few levels, we'll have to take notice of common items, labelled as white, and actually use them :P

    What about WD changes? I saw a topic that WD got new passive, yet it isn't written here.... ??

    I think you might be referring to "Jungle Fortitude" which was added a while back (Beta patch number anyone?); With that patch came a few other passives for other classes too
    Posted in: News & Announcements
  • 0

    posted a message on Wireds Diablo 3 stream - OFFLINE
    Sword and shield Barb?! So I'm not the only one :D

    What is the mentality behind that?! Early on, I would suspect that a Barb wouldn't need a shield as it looks quite easy (even in the Full Version, I'd imagine it would be easy)

    Definitely in later difficulties, I will be making a Barb with a shield; try to lean towards survivability... But why now in Beta?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Beta Monster Affixes, 'Sword of Justice' Update, Diablo Costume
    Someone should tell that guy making the Diablo costume that Blizzcon has already come and gone...

    I'm betting anything, he'll show up in 2012 :P
    Posted in: News & Announcements
  • 0

    posted a message on What single D3 feature are you most looking forward to?
    Quote from Rym_

    Quote from Lord_Scales

    Quote from falcompsx

    I actually didnt see the top 5 thread when i made this :doh:

    Hopefully this isn't considered spam...

    So lets mix it up a little bit and say which game system are you most excited about, leaving out things like lore and the new story since those are kind of a given.

    The new Skill system... I think it's so easy to use and the possibilities of builds are endless! My only concern linked to the Skill system is the Nephalem Altar; someone has mentioned it before and I think a simple 10 second cast time to change skills anywhere in the diablo world would have been a better alternative.

    It could be the alter is a beta quick fix. alltho I agree the skill swapping should be on a 10 second cast or something, couldn't you just use the stone of recall and use the alter in town? Thats not that much longer then 10 seconds right?

    I think your right in saying that the Altar may be a quick beta fix, but if it were implemented, a 10 cast to recall back to town isn't too big of an issue, but having to do it every time to look at a skill which I might not even use is just a nuisance... I'm pretty confident though that they would allow you to look at skills, just not change them... Still too early to call :P but this is all off topic now
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What single D3 feature are you most looking forward to?
    Quote from falcompsx

    I actually didnt see the top 5 thread when i made this :doh:

    Hopefully this isn't considered spam...

    So lets mix it up a little bit and say which game system are you most excited about, leaving out things like lore and the new story since those are kind of a given.

    The new Skill system... I think it's so easy to use and the possibilities of builds are endless! My only concern linked to the Skill system is the Nephalem Altar; someone has mentioned it before and I think a simple 10 second cast time to change skills anywhere in the diablo world would have been a better alternative.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What single D3 feature are you most looking forward to?
    Moon Physics!!! :)

    And also the RMAH; I'm quite excited to think about finding an awesome Item, selling it on the RMAH, and then logging in the next day to find I've made $5 :D

    Edit: Within reason... $5 might be a bit expensive and I may also want to keep that item for another toon, but its still interesting stuff
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.