I don't understand why people are taking this change as nerf or buff and are so... aggressive in dong so.
2h change have nothing to do with nerf/buffing Crusaders. The goal is to make 2h as viable as dualwielding for other classes, and don't change anything in Crus balance. Whether this will go +/- 1% is largely irrelevant. The only remote way this is nerf to them relatively is by having all other classes buffed, as in 2h being way better than current setups. Which shouldn't be case since they are looking at merely bringing them in line in DW/1h+OH.
- Nivrax
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Member for 12 years, 1 month, and 8 days
Last active Fri, May, 5 2017 01:56:33
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Jul 19, 2014Nivrax posted a message on 2.1 PTR Patch datamined - 2H Weapon Changes!Posted in: News
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Jul 3, 2012Nivrax posted a message on Magic Find Gear Swapping and RMAH Commodities Coming Soon, Gold Not Included InitiallyOption 5 is actually the only one that does what they want, not switching gear to open chests, and would seem best IF they add weapon switch option that is excluded from removing stacks (so that people can still switch from 2h to s&b or from dps weapon to loh weapon for tougher enemies).Posted in: News
Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit. -
Jun 26, 2012Nivrax posted a message on Patch 1.0.3a Tomorrow - Official Patch Notes, 1.0.3b SoonPosted in: News
We have found some monsters and objects were still dropping gold, it has been corrected. In addition, each monster have a chance of dropping Cursed Bill, that will be picked up automatically like gold before. The Bill will lock your ability to repair equipment before you get rid of them by paying them up. We hope this change will keep value of gold from over inflation.
Base radius of Picking Up have been increased to 50 yards. Items that increase Item pickup radius will now decrease it instead. We think that together with previous change, this should make the affix slightly more sought after. -
Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesBut... she keeps using it on with no monster nowhere near me. Unless... ya, I could see it working a bit better for melee characters. But I really hope they also improve her AI with it as well, she saved my flank so many times with Charming mob that is next to me, why can't it work similar with this?Posted in: News
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Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesDoes anypony have an idea why are they nerfing the Enchantress skill? Sure, it's might be very minor, but I want to understand their reasoning. I used this on her for a total of 5 minutes before sticking 'useless' tag on it, since she kept lobbing that cooldown on me when there was no monsters near me (just some on edge on screen), wasting it every freaking time. I mean, what's the point of nerfing something that has no use in first place?Posted in: News
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With 42,5k prebuffs I can drop him to 50%, which means you need ~90k to burn him through before room is filled. As alternative, some people say it is possible to run in a bit when his internal cooldown is going up, moving in slight zigzag, and maybe, just maybe, you will kite him around long for first cloud to despawn. I haven't really tested it though, lack of rewards and punishment for each death makes it not worth for me.
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I've noticed that after Blizz tinkered with this area (2 extra spawning trash mobs, why bother?), I can't seem to get either Khazra selling merchant nor insane Weaponsmith.
I have been getting them close to every time before, now haven't seen either in 5 runs post 1.03. Now, this is obviously not enough to claim they bugged them to not spawn, so I ask, did you manage to get them after the patch?
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Sad, but don't expect any fun out of minions until they loose their playerbase and maybe notice that balance in PvM is not what people were looking for in D3.
@Derwiv33
My Monk with 600loh and 400 resist all can face tank elites while standing in their crap and basically never die. You have better stats, just to make your PETS die a bit slower. Not seeing problem?
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Although, I just checked, it cost about 60e here for a one day stress-relieving Hotel with Spa, Jacuzzi and massage. Considering you still end up with game itself and wings... if you get similar release from this, I say money well spent!
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200. 200/17000 ~= 0.012
But rune states it heals for 6% of damage done
0.012 / 0.06 = 0.2
Oh look, 20% of power, just like it was weakened by 80% by Inferno Difficulty.
As for BL, try it, it hits twice pretty much every time I tried, and will hit 3 on big mobs, making it superior to NT on them.
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Prode, are you reliably farming (most) of Act III with that dps? Whole way from Ghom to Siegebreaker while surviving stray hits? I don't see point of dropping massive dps 'just' for reflect damage.
And Life Leech, to cover 5% reflect (if that's what it hits for always), would need to be at 25% in Inferno, no way to get there. Everything is reduced to 20% of original, my Entangling Shot heals for 1.2%.
And lastly, does any of you actually killed Siegebreaker with Reflect mod? I'll be able to try tomorrow, but I'm afraid it will be a bit painful.
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Honestly, I have no idea how reflect damage on mobs in calculated, as only time I bothered to check, it was doing 5% of the damage I dealt. Would specific type of resist decrease the damage intake, or does only vitality can help taking it up?
Right now, I'm trying to kill them slowly, by switching to (worse) backup Bow with highish LoH, with mixed results. There seem to be really weak self healing choice for DH. Sentry have way too small range, Preparation have too long cooldown, Brooding require downtime in shooting and high base vit, and Shadow Power (Gloom) kinda overlaps with Smoke Screen Discipline usage. So I'm stuck with trying to balance Ball Lightning nuking under SS, and regaining (slowly) health by using Entangling Show with healing rune.
I'm wondering if there is better way, or better skills to use with LoH. I managed to find Barb, Monk, and Wiz coefficients for Life on Hit, but I can't find it for Demon Hunter, does anyone have those numbers?
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On other hoof, Ball Lightning makes clearing rooms nearly twice as fast as Nether Tentacle, the only 'major' drop in dps can be felt on huge elites, like those door breakers or bulls, everything else seem to drop as fast, and much easier. Unlike NT, BL range make it guaranteed to hit targets moving quickly towards you (hi there mr Soul Reaper), and 3 possible hits on big demons make it far superior when dealing with those when compared to IA. And you can still make a sphere of death, or just major pain now, by shooting and stutterstepping forward.
Sure, slow from Ice Arrow is nice, but you can't keep it on Reflect mobs, so unless you have some sick dps (150-200k with SS I would guess) to burst down them in 6 Smoke Screens, you will end up kiting them with Immobilize traps.
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I go from Kill Ghom Quest, building stacks by clearing whole Fire and Catapult area, tp to WP Depth 3 and clear whole level (sometimes going in level2, but usually just skipping due to Soul Reapers) -> skip Barracks and Ice caves, but clear everything else up to bridge -> get WP next to Siegebreaker -> clear Barracks + Ice caves with Tyrael help -> kill SB + Arreat level 1.
This nets me about 40 rares for 2-2,5h of clearing, which ends up being 16 rares/hour. Now, if you count that I kill ~25 packs of champions, excluding first 5, I will get extra 20 rares from patch change, bringing me up to 24 rares/hour (slightly less since I loose 2 drops total from Ghom + SB nerf).
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Radiant Star Amethyst - Act III, no idea from what, since it's blue I must mistook it for magic item and found about it when I was feeding Charsi.
Got also multitude of 4-affix stuff, mainly from act I and II (got at least one dropped in III though), but I don't keep track of them, just use them when I get. Haven't seen 5-affix plans yet.
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