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    posted a message on Fastest solo leveling
    Quote from Metropolis_Man»

    These threads never cease to amaze me. When 99.9% of a player's time in a season is spent AFTER lvl 70 why are so many players in a rush to just get to 70? Does it make a difference if build A gets there in 2 hours and build B gets there in 4?

    Don't listen to this guy, he's just spreading the hate like everywhere else.
    Quote from Caikems»

    What's the fastest way to solo level these days? It seems like people are max level within an hour of a new season.

    Start with a boss bounty (Maghda / Zolton Kulle) then either go Neph rifts or adventure mode in the Fields of Misery. (The bonus EXP for killing mobs there is more worth than doing Neph rifts, but you can lack gear.)
    Quote from oranzowy»

    What is the best to do in solo play after 70 lvl?

    I usually do every weeks Challenge rift for bounty caches, then Neph rift / speed GR / push GR.
    Posted in: Diablo III General Discussion
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    posted a message on Set Idea´s part II. (And updated Part I)

    Demon Hunter Set:
    Name: "Valla's Minigun"

    2P: Rapid Fire gains the effect of Withering Fire, Frost Shots, Fire Support and High Velocity runes. Also the effect of High Velocity has been increased to 100%.
    4P: For every second casting Rapid Fire, you gain 2% damage reduction, to a cap of 50%. Also you are immume to crowd control.
    6P: Rapid Fire's attack speed has been tripled and damage is increased by 45.000%.


    Sin Seekers legendary power update:

    OLD: Rapid Fire no longer has a channel cost.

    NEW: Rapid Fire no longer has a channel cost, and increase it's damage by 500%.


    Wojahnni Assaulter legendary power update:

    OLD: Rapid Fire deals 75% increased damage for every half second that you channel. Stacks up to 4 times.

    NEW: Rapid Fire deals 30%-50% increased damage for every half second that you channel. Stacks up to 20 times.

    Posted in: Diablo III General Discussion
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    posted a message on Set Idea´s part II. (And updated Part I)

    The DH set needs to be reworked. I thought all of the builds through a few more times, and came to senses that you can actually stack up dmg at level 1 of the rift, and when the rift is 99%, the team can teleport to home, enter the rift through the opening and make it 100% to re-unite with the DH.

    Posted in: Diablo III General Discussion
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    posted a message on Set Idea´s part II. (And updated Part I)

    Wizard Set

    Name: "Li Ming's Sparkers"

    2P: The amount of Hydra's that can be summoned by you is doubled.
    4P: Every active Lightning Hydra gives you 15% damage reduction and uses Electrocute rather than regular attacks.
    6P: Every active Hydra increases the attack speed of the Hydra's by 50% and their damage is increased by 10.000%. (This includes procs of items.)


    Serpent Sparker item change:
    You may have two more Hydra's active at a time.


    Mirror Ball item change:
    Magic Missile fires 2 extra missiles. REMOVED
    Increase the damage of all Primary Skills by 500%


    Fragment of Destiny item change:
    Spectral Blade attacks 50% faster and deals 200% increased damage. REMOVED
    Increase the damage of all Primary Skills by 800% and their attack speed is doubled.


    Wand of WoH item change:
    The damage of Explosive Blast is increased by 400% and 3 additional blasts are triggered after casting Explosive Blast.
    Damage is increased by 800% and 5 additional blasts are triggered.


    Demon Hunter Set:
    Name: "Valla's Charging Minigun"

    2P: Rapid Fire gains the effect of Withering Fire, Frost Shots, Fire Support and High Velocity runes.
    4P: For every second casting Rapid Fire, you gain 2% damage reduction. Also you are immume to crowd control.
    6P: Rapid Fire's attack speed has been tripled and damage is increased by 100% for every second casting.


    Witch Doctor Set
    Name: "Nuclear Firebomb"

    2P: The duration of Big Bad Voodoo and Mass Confusion are doubled.
    4P: You get 60% toughness when you cast Big Bad Voodoo or Mass Confusion, for 10 seconds.
    6P: For every second that you don't cast Firebomb, it's damage is increased by 1.000% to a cap of 30.000%. The Firebomb hits every monster in a radius of 30 yards. If the Firebomb only hits 1 target, it's damage is doubled.


    Barbarian Set
    Name: "Powered Thorns"

    2P: Overpower gains the effect of Storm of Steel, Crushing Advance, Momentum and Revel. Thorn damage is applied to Overpower.
    4P: Thorns damage is increased by 250% for every time you cast Revenge, for 5 seconds.
    6P: For every cast of Overpower, the chance to get a stack of Revenge is 15%. Thorns damage is increased by 12.500%


    Crusader Set
    Name: "Army of Johanna"

    2P: Phalanx attack speed is doubled.
    4P: Increase your toughness by 35% whenever Steed Charge ends for 5 seconds.
    6P: Phalanx damage is increased by 6.500% when a Law ends for 15 seconds.


    Norvald's Fervor Set changes:

    2P: Increases the duration of Steed Charge by 2 seconds. In addition, killing an enemy reduces the cooldown of Steed Charge by 1 second.
    Gain 100% increased damage while using Steed Charge and for 5 seconds after it ends.

    Damage increased to 1.000%


    Necromancer Set
    Name: "Revenge of the Dead"

    2P: Revive gains the effect of every rune and the pets last twice as long.
    4P: The amount of pets revived by Revive increases your toughness by 8%.
    6P: The damage of Revive is increased by 5.000% and whenever a pet dies, it explodes. Dealing 8.000% damage to every monster in a 7 yard radius.


    Monk Set
    Name: "???"

    2P: Tempest Rush gains the effect of every rune.
    4P: Epiphany last twice as long and gains the effect of Insight.
    6P: Tempest Rush damage is increased by 125% for every point of Spirit you have.


    SWK's 6P removes the Tempest Rush damage increase.

    Posted in: Diablo III General Discussion
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    posted a message on Primal Cube Recipe + set idea's.

    The Firebomb, BBV, Mass Confusion, and Rapid Fire are totally useless end-game. Literally no set is being able to use them. So I made these sets based on that fact.


    (Also I got a little animation in my mind of the Firebomb set. If you cast the Firebomb, a big horrific monster shows up at the location of where you cast Firebomb, and he casts the "Mega" Firebomb. This Firebomb would be much bigger since it hits many more monsters at once. But it would be handy to make a CD for Firebomb to make it not spamable, because it would be very hard to see anything else during the Firebomb cast animation.)


    What comes to the Hydra is that it is possible to make a Vyr Archon/Hydra boss killer setup, but this set would be much more fun.

    Posted in: Diablo III General Discussion
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    posted a message on Primal Cube Recipe + set idea's.

    Primal Reroll Cube Recipe

    Cost price: 500 Forgotten Souls
    500 Death Breath's
    1.000 of yellow, blue and white crafting material.
    5 bounty materials of each act.

    Effect example: If you have a very bad rolled Primal, you can reroll 1 of the bad stats for a good stat, then use this recipe to get another reroll possibility. (It removes the reroll icon, so you can reroll again)

    Wizard Set
    Name: "Li Ming's Sparkers"

    2P: The amount of Hydra's that can be summoned by you is doubled.
    4P: Every active Lightning Hydra gives you 15% damage reduction and uses Electrocute rather than regular attacks.
    6P: Every active Hydra increases the attack speed of the Hydra's by 50% and their damage is increased by 10.000%. (This includes procs of items.)

    Demon Hunter:
    Name: "Valla's Charging Minigun"

    2P: Rapid Fire gains the effect of Withering Fire, Frost Shots, Fire Support and High Velocity runes.
    4P: For every second casting Rapid Fire, you gain 2% damage reduction. Also you are immume to crowd control.
    6P: Rapid Fire's attack speed has been tripled and damage is increased by 100% for every second casting.

    Witch Doctor
    Name: "Nuclear Firebomb"

    2P: The duration of Big Bad Voodoo and Mass Confusion are doubled.
    4P: You get 60% toughness when you cast Big Bad Voodoo or Mass Confusion, for 10 seconds.
    6P: For every second that you don't cast Firebomb, it's damage is increased by 1.000% to a cap of 30.000%. The Firebomb hits every monster in a radius of 30 yards. If the Firebomb only hits 1 target, it's damage is doubled.

    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.7 Wishlist - item and set revamp [video/pdf]

    How about a new cube recipe:

    Cost price big.


    The reroll icon on an item will dissapear, means you can reroll an item infinite amount of times, with all the stats that you want. (Think of Primals here that drop badly, they would be simply trash)

    Posted in: Diablo III General Discussion
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    posted a message on New weapon idea for Monk.

    Hello,


    This is just an idea to assist the Exploding Palm damage a bit.


    I saw the quiver of the DH with the Elemental Arrow and I made my own version of the Exploding Palm.


    https://gyazo.com/1c8ef4556f0f5dd1d8b6660d63529938

    Posted in: Monk: The Inner Sanctuary
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