- gutpik
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Jan 23, 2012gutpik posted a message on Patch 10 - Unofficial Changes + Official Patch Noteskinda don't see reason in that changes for now - as all we "normal" humans with "normal" beta access have is - some little part of act1, and lvl13 as capPosted in: News
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ps. but anyway its shiny, and i pre-ordered Limited edition from amazon))
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http://us.battle.net/d3/en/calculator/monk#aRXjVg!fWZ!ZY.aca
PvE build for tanking, that also heal and buff damage to everyone in party. Gear will be Dex\Dodge\Crit mostly to raise dodge and make higher output of monks few rapid attacks. Crippling Wave + Cyclone for aoe, and Crippling Wave mixed with Fists of Thunder + Seven-Sided strike for single target handling. Dual-Wielding ofc, to get more second stat bonuses.
I like that build because - you know, everyone like play dd, and someone there must heal them, and protect
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lvl1 with 1(1)res - have 16.67% reduction against his lvl
lvl2 with 1(1.2)res - have 11.50% reduction
lvl3 with 2(1.6)res - have 9.64%
lvl4 with 2(1.9)res - have 8.67%
lvl7 with 1(1.4)res - have 3.84%
lvl11 with 2(1.8)res - have 3.17%
lvl12 with 9(9.2)res - have 13.29%
seems its not so plain degradation of stat \= need someone else to fill res for other levels.
As for other classes i'm pretty sure there will be +XXX resistance items and at least monk can raise all his resists to same lvl as most higher one (and that passive means that there will be +particular resist suffixes for sure)
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this means that around lvl 60 you probably need 50-70 (if not more) resistance to get one percent reduction, against your level opponents. But don't forget that Inferno mobs have higher lvl then players, ie your resistance will be even less effective against them. So i don't think that even numbers you mentioned are making its safe...
ps. what i mean is - they probably use same system as in wow, ie "secondary" stats are degrade when you gain levels, and are degrade further vs higher lvl targets.
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http://d3db.com/tool...or/witch-doctor and this is for WD, Wizards don't have such boosts.
ps. AP from crits/+AP on orbs are more like block chance on shields, and Int on orbs (resist and you bonus damage) will be a lot rare on shields and it present on orbs (again, its bases only on beta yet)
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ps. and i'm unsure that even 1k armor shield give you more then 3-5% of damage reduction.
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ps. ie they can't take too many offensive skills.
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And we also don't know what bonuses will be on caster off-hand stuff (like now - most of them have + arcane power or something like that)