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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Class: Barbarian
    Role: Co-Op Tank for Inferno SC or HC
    Build: http://us.battle.net...XSYR!bce!bZZbYc

    Explanation:
    This build is for when i am playing with my mates and wife, it is centered around being a "tank".
    To be able to do this i have incorporated a very defensive skill set.

    Skill 1: Bash: This move has been added due to its high damage rate on a single target, With Clobber added as the rune i hope to target the stringer enemies in a pack and stun them while my group can wipe out the weaker ones to then help focus on the harder enemy's.

    Skill 2: Rend: Rend is here because from what i can see most Enemy's are always hit by this bleed meaning no "block" chance. Inferno and HC i can see this being an issue on those harder Enemy's so by eliminating that block chance will be helpful.
    Rend is also has the rune for Leech Life for that added survivability in those harder difficulties.

    Skill 3: Ground stomp: Ground stomp is added for its ability to stun multiple targets at once, also as an opener for a fight. Having the rune for Wrenching Smash i can pull my targets closer before adding my threatening shout.

    Skill 4: War cry: war cry is for a Group and self buff of added protection, but is also there for Invigorate. With invigorate i hope to add a little more Survivability to myself with the Life regeneration and the 10% Vitality that will also contribute to Nerves of steel.

    Skill 5: Threatening Shout: This was an obvious choice for me as it will not only lower my targets base attack but with Demoralize the targets will be forced to attack me leaving my team alone.
    With this it will also be good for more chances of Revenge

    Skill 6: Revenge: Revenge is a great move for anyone looking to be a meat shield, you know that the chances of being hit are high so revenge makes it worth while, Being able to Leech life from all Enemies is great but it is also a nice amount of damage to be dealing in an AoE style. I personally have made my rune for Provocation for added chance of dealing damage back at my targets.

    Passives:

    Nerves of steel : i added this since patch 13 since it seemed to me like it could provide more protection then Tough as nails. knowing that i will be stacking as much Vitality as possible to stay alive means more protection.

    Inspiring Presence: Couple with both my War cry and Threatening shout this move was beneficial for both, with the added Life gain for the extra Survivability was to good to pass up.

    Superstition: As i do not have War cry rune for more Elemental Resistance i knew that i would need this in order to stand up to those Enemy's that will be using it against me. As well as the benefit of having a chance to get more Rage to use if struck by ranged or Elemental was a good choice to take.

    Hope you Enjoy :) see you all on the front lines!!
    Posted in: Diablo III General Discussion
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    posted a message on 13 unlucky? Hah!
    Quote from pathsofthedead

    Revenge is my favorite skill for barb :P fun to hit the hot key and send every mob flying.
    Quote from pathsofthedead

    Revenge is my favorite skill for barb :P fun to hit the hot key and send every mob flying.
    and from what i have seen in new vids Revenge is now only available at lvl 20?? dont quote me on that haha, but yes from old vids it did look very fun and lets face it we will all be taking damage so why not throw some back at em :P.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on 13 unlucky? Hah!
    Quote from GladHeHasBeta

    weapon throw got a 35% nerf but my zero melee throw barb build is even more viable now with the 5% crit boost to weapon master. woot.
    Is your sig your mentioned build?? I'll check it out if so, been interested in a range build but haven't put one together yet with new patch.
    Some ideas would be good to see :) but yes weapons master is a definite pick for myself in single player.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Runes?
    Quote from PreyAndTell

    Quote from skooch

    I'm not looking forward to easier. If anything it should be harder. That's what set this game apart from all the other hack & slash games.

    The previous D3 rune system is anything but 'hard'. It is purely RNG-based, so you can farm for like 1 year and still not get your desired rune, while your friend might just get that very same rune after 5 minutes of farming.

    If anything, the old D3 rune system would serve more to frustrate players.

    There is a fine line to draw between 'challenging' and 'frustrating'.
    I have to agree with you prayandtell, I love a challenge and would gladly sit though hundreds of runs for a shot at what I need to make my character that little more superior.
    Although I have seen it first hand in d2 and other games alike, when all of a sudden a group member screams in joy as the item you have been after for so long just happens to fall into thier lap. Some will be nice and offer for a price(nothing is free)
    Or you get the jerks who flat out refuse any offer and horde it away for an "alt". Nothing can be more frustrating IMO.
    Posted in: Diablo III General Discussion
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    posted a message on Barbarian What follower you pick?
    I would have to say the scoundrel, he looks to be best suited for my play style. Added crit bonus, ranged so he won't be in my way.
    I also think he may be able to take a hit or two compared to the enchantress. That's my two cents worth anyway :)
    Posted in: Barbarian: Bastion's Keep
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    posted a message on 13 unlucky? Hah!
    Quote from Superstate

    Quote from Freki86

    Wasn't to fond of ground stomp but no Initial damage is going to be a real blow, also curious to what the new crimson rune will do since it increased that %.

    It literally said "Base skill no longer deals weapon damage"



    Base skill is the key word here.
    Thanks for trying to shut me down mate but thanks to a mate who actually has a beta and willing to help have just found out that trembling stop deals 75% weapon damage to all in the area.
    This is all I wanted to know as previous crimson rune added damage.
    Now a weaker attack but stuns for longer.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on PVP dungeons and battlegrounds, thoughts?
    All interesting ideas about pvp, I would love to see a few of them implemented. Although not the idea of having anything over 4v4 or that might just get a little to chaotic. Looking forward to doing pvp in d3 though. Always fun to mix it up rather then kill same mobs/ boss over and over. You have no idea what another person will throw at you, making it all the more exciting :)
    Posted in: PvP Discussion
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    posted a message on WW best single target damage?
    Quote from Discodag

    Whould love if they didnt nerf the rune effect, whould fit well in to my aoe barb build !
    but suppose thats a little too op with that much dps.
    OT: is anyone else seeing earthquake tooltip on the calculator as 2000% weapon dmg?
    Yes I am seeing earthquake at 2000%, but if the correct statement about WW is true it would be a much better strategy using using any generator with added fury gain and WW. From what I can see the dmg% done over the 2 min or even 90 sec with passive would be much greater then the 2000%.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Weapons affecting Rune Stats
    Quote from valkemen

    Quote from Fusioner87

    I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?

    I discovered this playing my Monk at November 2011:
    http://www.diablofan...post__p__705612

    Short answer - damage of many skills is dependent from weapon's speed.
    More dmg = faster wpn and/or dual wield.
    Quote from valkemen

    Quote from Fusioner87

    I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?

    I discovered this playing my Monk at November 2011:
    http://www.diablofan...post__p__705612

    Short answer - damage of many skills is dependent from weapon's speed.
    More dmg = faster wpn and/or dual wield.
    Thanks that thread really helped me out :), a little dismayed to see that its not really viable to run with a 2h weapon as a barb though.
    would rather run around using sword and board if i can get that little more dmg% and have a little more survivability haha
    but this is the answer we were looking for from a beta tester and thank you again for your effort into posting the info.
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Quote from xkillerz

    Thats interesting. Maybe we can buff some rune stuff on our gear then. Also maybe everything is not final yet. I also discussed on the feedback forum and come up with rune upgrade scrolls. If they gonna use it idk. But the comminuty decides if this is accepted the new system. I think its not bad but could still use some work here and there.
    I have never heard of these tune scrolls, a very interesting idea though. May bring a little more personal character customization and flair to a skill. No one wants to have the same attacks of moves as every other one of your class.
    Having that little bit of freedom in how to design your class would make all classes replayable time and again by just changing over a few runes and weapon skills. Very nice idea indeed. It would still be determined on weapon stats as well but just something else we can enjoy discovering
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Quote from Fusioner87

    Freki i wonder if your what you mention (stats related to that class - Str for Barb, Int for WD/mage etc.) will affect the power of the rune. They will definately affect the power of the move itself but also the rune? there are specific items which when crafting say Dex 1-5 and +1 random propery. And is it possible to get a +5 dex and the random property also a bonus to Dex (or strength/Int etc. for that matter)
    Well that's what I was trying to get at in earlier post, I know I have seen a few mighty weapons with + str on them and 2-6 random properties. I am interested to see if you are right about the base attribute Directly affects skill damage and how in turn affects the runes equipped.
    Going to take some tinkering around with to optimize damage with the skills i have selected.
    Without going into to much detail would also be nice to know if all above is true, I have found it a little disarming that Avalanche a 2h mighty falls very low in base damage when compared to warmonger( I'm sure this is correct name) a 2h sword that near doubles base damage.
    If all comes down to it I really hope that a barb should be doing max damage using a class specific and not every class fighting for a weapon like warmonger.
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Quote from bigamie

    Quote from DenkaSaeba25

    Items affixes and suffixes are the "powers" of the item, basically.
    For instance a magic item has usually a suffix (of the whale, of the oak, etc...), an affix (adventurer's, magnificent's, etc...) or both of them. A rare or magic item has the chance to have more affixes or more suffixes, along with fixed stats.

    This is what i meant: they basically deleted runestone ranks, but, in exchange for less character personalization, they may have added these affixes/suffixes to items, to re-create those ranks.

    Sorry to correct you there. Magic items can have different affixes which are split into prefixes and suffixes. The prefixes are the modifiers of the item that are listed in front of the item name (adventurer's, magnificent's, etc...). The suffixes are as you said the modifiers following the item name.
    That would make a structure like <affix> <item name> <suffix> if you have a magic item with two affixes. A magic item can only have one prefix and one suffix. Crafted and class specific items also can have bonus stats which are not linked to affixes.
    About rune effects varying with different weapons I cannot say much since I'm not in the beta. But there is either a bonus on class specific items or there is a bug in the skillsystem which causes damage not to show properly.
    Now more to take into account, I was looking at playing a barb focused on using only mighty weapons. With the passive weapons master for added fury gain. Taking into account all the new info you guys are providing(many thanks) its something I would love to test out.
    Looking forward to seeing the differences 2h to 1h mighty and it's affects. Could well change my skills I had set out.
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    Oh I see, it does make a little bit of sense. More would come in time I'm sure but thanks for explaining denka.
    So I guess In terms of the different stats you would Be looking for what is most needed for your own class or stats to just improve the stats you would want on said item. Looking at some of the higher crafter with 6 random properties could mean a lot of crafting until you manage to get the best item for what you need.
    Posted in: Theorycrafting and Analysis
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    posted a message on Weapons affecting Rune Stats
    This is interesting to see, is there any chance it may be that witch doctors get more damage using Daggers?? Being a class weapons choice and all?
    That to me seems like a major booster in damage, if it is the case then limits your choices on weapons.
    If anyone else does know from beta please respond as this could determine class selection for me haha
    Posted in: Theorycrafting and Analysis
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    posted a message on New Witch Doctor Skills and Runes
    Wow great list and effort constructing this, very handy to see some of the stats and changes from someone in beta willing to spread to word to the unlucky ones still dying to get in.
    It does seem mana management is going to be something to get used to but it's all the fun of learning to play I guess. :)
    Posted in: Witch Doctor: The Mbwiru Eikura
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