• 0

    posted a message on Can we trade here ?
    Really, just a simple question. I mean with the 1$ + 15% tax fee for selling items on the rmah, i think i will sell the high end gear elsewhere, so is it against this site tos to offer my items here for selling ?

    Also, if anyone got any other web site where we can trade items, pls feel free to indulge us :D
    Posted in: Site Feedback
  • 0

    posted a message on Enable: Fuse rune in spell
    Omg its not about less dmg, some runes completely alter the way your spell works, changing it from offensive to defensive, additional resource generator, speed increase... disable... you name it.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Enable: Fuse rune in spell
    Or maybe a better idea, after fusing a rune into a skill you can still use the rest of the runes for that skill but only the fused rune will have increased effect to that skill making it your primary build choice.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Enable: Fuse rune in spell
    Well the reason behind this is simple: Deeper customization, reason to lvl up same character multiple times.

    Well as things are, ppl will have absolutely no reason to lvl up the same character to try different builds, all you need to do is just switch the rune and whoop, new lvl 60 character. I suggest, after unlocking all the possible runes for a certain spell, be it boss item drop, or lvl earned ability, give us the option to use single rune (fuse it into the skill) increasing the effect it have on the spell, but disabling the use of other runes for that spell.
    Offc mb scale down a bit the effect of the unfused runes as they are at this moment so that ppl sooner or later will be forced to fuse all skills with certain rune and thus resulting in a specific build.

    I think this can solve the customization problem, and make us lvl up the same character multiple time to try different fused builds.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Finishing the combos
    Well as far as i know, although i dont have the beta, when you start any combo spirit generator 1-2-3 attack, if you cast any spell in between, the combo gets interrupted and starts all over again.

    ex: I use 1st and 2nd attack from deadly reach, dashing strike to get to the best position from which all the mobs are lined up in a single lane, but instead of the third hit i hit with 1st.

    I think it would give us more freedom as to where we want to land the finishing blow of our combo if we could put a spirit spender in between combo attacks without interrupting them. What you guys think ?
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Obsidian sweeping wind suggestion.
    Ok i know monk will probably have pretty high attack speed during late game, but as if it is not enough to hit 3x3 times to get the maximum effect of sweeping wind, the effect from obsidian rune (while your vortex is at maximum stack every third hit generates a tornado that periodically shocks nearby enemies for 43% weapon dmg) starts to activate after you maxed the cyclone strike.

    I think it would be far more effective to have it randomly shock nearby enemies for additional 43% weapon dmg while the vortex is active ( have it maxed 3x3 attacks or just started it on the first 3rd strike.)
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Some monk cooldowns are just too much !
    Still i think 7SS, sanctuary and serenity needs -10 sec on the cooldowns each.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Combination strike useless ?
    Combination strike: Each different skill generator you use, increase your damage by 8% for 3 sec.

    First of all if anyone can clarify how does this skill actually work?
    My thoughts: If i have 3 different spirit generators in my skill tree (a,b and c generators) and if i use them in the following fashion: 1st attack a generator ( i get 0 dmg increase), 2nd attack b generator ( now i used 1 different spirit generator that is 8% increase) and finally to finish my combo with c spirit generator i finally get 16% dmg increase right ?
    Will i also get 16% dmg increase if i use the a-b-a attack instead of a-b-c, logically i should right ?

    Persuming that the maximum different spirit generators monks will use will be no higher than 3 (imo 90% of monks will use 2 diff spirit generators max ) what is 16% dmg increase for lvl 30 passive skill guys ?

    My suggestion for this skill is to at least add extra spirit regeneration for each different spirit generator used (mb + 1.5 spirit per attack), and benefit from the a-b-a attack the same way you would from the a-b-c attack (if it's not that way allraedy), at the expense of the damage boost to reset after the combo is finished so that you cannot get infinite dmg increase a-b-a, b-a-b etc...
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Exploding palm for leveling?
    Yeah this skill definitely have its purpose in end game/inferno characters. I would recommend not using this spell through normal and nightmare coz imo mobs there will die much faster from weapon dmg based spirit generators such as sweeping wind and crippling wave. Talking from my diablo 2 experience, if mobs get 2 hard to kill, then exploding palm should do the trick, kill 2-3 guys with this, and the rest are sure to fall quickly.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Barbarian and his 120 sec cooldowns.
    Well the reason i start this thread is coz i want diablo to be fast paced/adrenaline rush charged game that all the fans expect it to be right ? And where is the rush and adrenaline if i have to w8 for 120 sec for Wrath of the berserker and Earthquake spell to cooldown ? I know there is the passive Bon of Bul-Kathos, but even 90 sec seems like a too much for hack'n slash game as diablo 3 should be.
    My suggestion would be to cut down atleast 20-30 sec from this uber-spells and mb make them a bit less powerful.

    What do you guys thik ?
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Some monk cooldowns are just too much !
    Guys lets face it, some cooldowns on monk's spells are just too much. As if being a melle character is not enough ( being engaged by pretty much all the range mobs and half of the melle enemies that you see on your screen ) i think that if inferno difficulty is as hard as they say, w8ing for 30 sec for a spell to cooldown, might be just too much. I mean come on, i know seven-sided strike is a handy skill, inner sanctuary can provide quite a defense with obsidian rune ( 40% dmg reduction ) but i dont think that this skills are worth the 30 sec coodlwon.
    My suggestion is that 20 sec cooldown would be most apropriate for this skills, if you agree with me, please share your thoughts i would love to hear em.
    Posted in: Monk: The Inner Sanctuary
  • To post a comment, please or register a new account.