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    posted a message on Out of game plan and in game plan?
    Bottles are for wimps. I'm putting in my pro-gaming catheter ftw.
    Posted in: Diablo III General Discussion
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    posted a message on Wizard Spotlight Video Is Up
    Playing deaf, I like the sound of that.

    heh
    Posted in: Diablo III General Discussion
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    posted a message on Crowd controlling mobs in inferno
    Remember in.. forget where, pretty sure it was Jay Wilson, but I recall him saying something along the lines that Inferno's mobs will be more aggressive. I suspect this mean's more than just being quick to aggro but, on the more basic level, quicker to respond to characters. Maybe even response out of LoS... scary thought..
    Posted in: Diablo III General Discussion
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    posted a message on My DH build, opinions please
    Fishy fishy fish. Vengeance might be unnecessarily over the top. With three discipline spenders, Night stalker might be good if you find that you really need more discipline for getting away since the rapid fire should crit often enough. Whether it does crit will require a check after I finish this post. TacAdv and SteadyAim could also work well as good options in case you find the vengeance less helpful than imagined come release. TacAdv could get you necessary space from quick or teleporting mobs and steady aim if said mobs go down easy enough anyway.

    The ability to deal some damage over time has some potential to increase your overarching dps. Since the chakram's aoe is somewhat covered (depending on taste really) might think about elemental arrow/ball lightning to deal damage while you're dealing damage, or grenades, or sentry, etc.

    edit:

    yep, crits, just didn't recall if I had ever seen them. probably around 1 per second, so maybe 2 potential discipline per sec rather than 1 at 5% chance to crit.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Unsustainable builds?
    potential gear mana affixes
    Leseee.. acccording to d3inferno. I know, i know, not 100% reliable.

    Mana on hit (wpn/amulet) 12 ranks, 1 mana per rank
    Mana on kill (wpn/amulet) 12 ranks, 1-3, 4-6, 7-9...and on to 34-36
    Mana regen (Cknife/mojo/mask) 10 ranks, 1 per for the first 7, two additional for each following topping at 14per second
    Max Mana, (Cknife/mojo/mask) 10 ranks 10 to 150

    so maximum maximum maximums from eq....
    on hit, +24
    on kill, +72
    regen, +42/s
    max +450
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Blood Ritual Doc
    I'm hurt that you'd think Khrull would just wander straight into and hang in melee range of mobs. But imho, I don't think most mobs will be /that/ threatening for the careful player. Even against quick, extra life, vortex/teleporters/waller the spirit walk's a good getaway and assuming the mobs dont kick it right off the bat you can assume that at least some of the mobs will be distracted.

    I suppose we haven't seen much yet in the way of difficulty but seeing extra quick mobs I think the normal action will be to maintain distance, position yourself behind your summons, and get ready rather than rush in headlong for a soulharvest. Anyway, in a party this looks to be a pretty decent frontline dps dealer and roughly the same as I intend to work at except swapping the summons for some other CC spells since I do intend to play in a party more often than not and the spells allow for a little more personal control.

    Ah, but what do we really know until the game comes out? Being a roguelike gamer (zangband mostly, and a little dcstonesoup) I proceed carefully even if it only looks like a small brown rat (or in this case a treasure goblin).
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Cold Damage Sickle, Revenge, proc's freeze on SK?
    Made an edit, but nope. Turns out I was probably hallucinating from inebriation/sleep deprivation.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Cold Damage Sickle, Revenge, proc's freeze on SK?
    @Denka, blue, like a blue drink ice cube. I may try and reproduce this again later today.

    @Kyoob, Yeah, I noticed those too. My ~50 percent number I came to empirically without my cold weapon equipped. It would proc a stun on the R-hand weapon strike. I think.. my memory's gotten foggy again
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Cold Damage Sickle, Revenge, proc's freeze on SK?
    Was playing around with my Barb's revenge a moment ago and was unable to reproduce this. Was checking whether the SK was immune to the Bash/Clobber stun or there was another reason *immune" popped up every now and again. So, not immune to stun but my sickle's 1-3 cold damage snare. Nothing new here right?

    I hit revenge thinking to send the skeletons flying clear off the screen, and fly they do, but what surprises me is that the SK is all of a sudden frozen. I tried a few more times with no success, and tried again in a new game hunting for champions and uniques to test against and but no luck there either. If i had a low damage cold weapon handy I'd try it but alas.

    I was wondering if anyone else has noticed this?

    EDIT:

    Yeah, nope. I tried a few more times and was unable to repeat this. Was thinking there was a hidden mechanic with revenge somehow modifying the cold damage's tier or something like that but killed the SK with just the one weapon and Revenge and just the normal snare proc, no freeze. I guess it was too early in the morning and i was a little too.. yeah, not in the best mental capacity. See kids, 24 hour sesh's are bad for your brains.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Crowd controlling mobs in inferno
    Quote from Makesh

    I prefer a more chaotic playstyle, just spam everything!
    AMEN, the more canned meat the better. Broiled, fried, grilled, sauteed, basted, boiled, toasted, baked, fresh, fermented, with cheese product, without cheese product... I think I lost the drift.


    But on a serious note, it's pretty certain that they will already get CC resistances or partial immunities. The SK for example will occasionally return immune on a barb's bash/stun. Will have to verify this, back in a jif.

    back:
    No, at least not the barbarian's bash/clobber, seems to proc at around 50 percent of the time or maybe a little less. What I had been seeing was the cold damage on one weapon occasionally returning an *immune* popup presumably from the damage's snare.
    Posted in: Diablo III General Discussion
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    posted a message on Achievements - what would you like to see?
    I say impossible, or nearly so, achievements could be pretty grand.
    One bad example;
    Holiday Naturist: Defeat Normal difficulty bosses Naked, less weapons.
    Everyday Naturist: Defeat Nightmare difficulty bosses Naked, less weapons.
    Naturist Bridge Club:Defeat Hell difficulty bosses Naked, less weapons.
    Dangling in the Breeze: Defeat Inferno difficulty bosses Naked, less weapons.

    Just for that unnecessarily ridiculous challenge that gives achievement Nazi's something to really mash their brains against.
    Posted in: Diablo III General Discussion
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    posted a message on Is it worth it to pick up White items?
    Digging around at d3inferno it seems elite whites sell for ~25g

    there are some exceptions. Archon place sells for a whopping 26g

    Not worth it. the curve starts at nearly worthless and gets worse from there. Not at all like D2 with class whites and some elite whites others still valuing in the thousands.
    Posted in: Theorycrafting and Analysis
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    posted a message on Blood Ritual Doc
    I wonder if it would be better however to swap out the Zdogs/rabid for something else.
    Hex offers life with the hedge magic rune, and spirit walk offers potential mana, whereas the dogs offer nothing particularly synergistic with the build since the gargantuan I think should take care of what CC is necessary.

    Hex also offers a +10%/20% damage taken debuff on affected enemies depending on the rune (I've heard three is roughly the number that the hex will hex before it expires) which makes it good versus tougher mobs/bosses. The loss of healing here could be recouped from varying lifesteal/gain on kill/hit equipment.

    In place of hex, the spiritwalk/Honored guest for mana regen could allow you to run in, soul harvest(Sos), spam a few haunts and get out fairly safely to spam bats from a mostly full pool.

    The life drain from the bats is something like 18.3/sec which is pretty negligible. Around 22 with pierce the veil with would also probably necessitate more mana than life generation. This is given that my L13 WD with no EQ in the beta has 404/324 HP/Mana I think, pretty close anyway, and a base 23 mana regen. Soul harvest and vampirebats/consuminghaunt is pretty comprehensive.

    Speaking of which, why no pierce the veil. Drop JungleF since the toughness is not so useful since the skills are ranged then there's no reason to hang in melee range except for the soul harvest.

    http://us.battle.net/d3/en/calculator/witch-doctor#acUdeT!XW!aZZaaa

    After all this, if dropping the level is important there are some tweaks that can be done to get it down a bit but I think the basic idea is certainly viable.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Dead Player, Save Items? Yes or No
    Evil actions are also bad karma. Aside, public hardcore could be unsettling for the reason Adon notes however, evil trolls lurk even amongst the best of internet-friends. Somehow I kind of like the permanant loss of items on death. Hardcore death confetti though... my eyes are awll sparkly.. I think i'm sitting the fence on this one.. the no side of the fence by a small margin actually.
    Posted in: Hardcore Discussion
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