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    posted a message on D3: Unfinished. Blizzard dropped the ball.
    Quote from EggoWaffles

    I love being pigeon holed into the same skills as everyone else, I love not being able to survive in act 1 inferno with act 3 inferno gear without my defensive cooldowns.

    That's funny, some one was complaining about this on the official forums only to find he used totaly different abilities than me.

    It's fine that you like cookie cutters, and more than likely can't play your class properly. I can go through Act 1 Inferno with an offensive build with Act 1 Inferno items, I only just recently bought an Act 2 weapon this morning.

    http://us.battle.net...XV.T!bYe!YaZc.Z (blank spot is either Impale w/ Chemical Burns or Grievous Wounds, Rapidfire w/ Firesupport or Webshot, Twin Chakrams, Multishot w/ Fire at Will or Supression fire)

    Humor me ass, I havent seen a DH yet that doesnt use 5/6 of the skills im using with 2/3 of the passives im using. With good reason, the rest are clearly inferior.

    Idk what class you play, but if im using my vita gear (40k health) I do shit dps, if im using my dex gear even with a decent dodge % and 25k damage I get one shot by everything passed leoric. CC is worthless in inferno, so please humor me.

    If you'd like to break down how lifesteal is worthless in comparison to life regen, or how damage reduction does absolutely nothing go nuts. Id love to see an argument for what DHs are supposed to do now that isnt kite, die, kite, die, kite, die, kite.
    Posted in: Diablo III General Discussion
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    posted a message on D3: Unfinished. Blizzard dropped the ball.
    Quote from emyln

    * I and many others love the change in skill design. And the sheer wealth of skills D3 offers. If you can't get over the old Skill tree design, that's going to be a huge issue for you.

    Yeah I love how you guys droned from january to release about how the new skill system was distilled to perfection, and wasnt just the garbage that they settled for to push out this game.

    I love being pigeon holed into the same skills as everyone else, I love not being able to survive in act 1 inferno with act 3 inferno gear without my defensive cooldowns.

    I love how my defensive cooldowns get nerfed, creating more artificial barriers to make the game seem like its longer than it is.

    I love how for months the devs made claims that were all complete bs and were and still are defended. I love how in their hotfix notes they casual mention that they will be reworking a monk skill to forever open the door for fanboys to further defend every decision they make.

    I fucking love being dissapointed.
    Posted in: Diablo III General Discussion
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    posted a message on n-Depth look at Hungering Arrow
    Quote from Prunetracy

    Yes, all three splits can come back and hit the same target.

    I only used it for one act but I was unable to replicate this, I know what you mean by unreliable homing, but as far as single target goes ive only ever had one of the arrows come back and hit the original target, even when theres only one mob in the room.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What builds are you using?
    its served me well: http://us.battle.net...dVZY!abe!aabZaZ

    -I used twin chakrams for as my secondary until I unlocked fire at will multishot.
    -I used shattershot hungering throughout act 4, its dissapointing compared to puncturing.
    -Using a rare high dex bow socketed with perfect ruby with the unique Fletchers Pride quiver (50 dex 35 vita 13% ias, 10% mf 10% gold find and hatred regen+)


    Multishot pretty much any group of more than 3 enemies, puncturing on less and impale on bosses/champs. Caltrop + vault if you get surrounded. Preperation when low on hatred.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Critique my planned build of questionable inferno viability
    Quote from Firehært

    Quote from Phaentom

    Yes that was my main concern inferno viability. That being said the build lacks active survivability but that was intentional with the various combinations of stuns.
    Even so. You only have 2 stuns. Low defense outside the stuns and not a single self-heal unless you keep rend up. I do not count juggernaut as one.

    For hell/inferno builds, min/max more. Make the builds more efficient/solid. You have 3 damage fury spenders and one buffer (w/ cooldown).


    When I started messing around with the calculator I was looking for a build that would scale well to level with, I was hoping there would be some end game viability.

    Made a few adjustments to add additional active survivability in the form of health production. Still no self/group buffs or debuffs.

    Removed Earthquake, added Overpower with Revel
    Removed Juggernaut (was never sold on the usefullness of the passive), added Bloodthirst

    http://us.battle.net...XYcQ!egd!YYcZac

    Considering reducing the range of rend to add the 9% life leech.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Critique my planned build of questionable inferno viability
    Yes that was my main concern inferno viability. That being said the build lacks active survivability but that was intentional with the various combinations of stuns.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Critique my planned build of questionable inferno viability
    Incoming wall.

    I plan on using the finalized form of this build in inferno but obviously cannot be certain till I know the degree of crowd control reduction in inferno. Excuse me for the abundance of text clutter too tired to properly bold/italicize the necessary fields, was just excited and looking for input.

    Nightmare Lvl 30 Req:
    Link: http://us.battle.net...XYcT!ZYe!aaZZaZ
    Primary: Cleave w/ Rupture
    Secondary: Hammer of the Ancients w/ Rolling Thunder
    1: Leap w/ Launch
    2: Ground Stomp w/ Wrenching Smash
    3: Rend w/ Ravage
    4: Earthquake w/ Chilling Earth
    Passive: Ruthless (+crit chance, +crit dmg)
    Passive: Weapons Master (+various buff depeneding on main hand weapon)
    Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)

    At the end of normal, the build begins to start taking shape, still using all of the skills I'll be using end game, just with inferior runes. As I will be a 1h barb im hoping to take advantage of Weapons Master by using a spear (grants 10% IAS) hopefully closing the dps cap from not using two weapons (dual wielding gives a passive 15% IAS, but shields are more than half your armor).

    Hell Lvl 50 Req:
    Link: http://us.battle.net...XYcT!egT!YYYZaZ
    Primary: Cleave w/ Broad Sweep
    Secondary: Hammer of the Ancients w/ Thunderstrike
    1: Leap w/ Call of Arreat
    2: Ground Stomp w/ Wrenching Smash
    3: Rend w/ Ravage
    4: Earthquake w/ Chilling Earth
    Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
    Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
    Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)

    At the end of Nightmare (or a little after, its said to be around lvl 50) We'll be all but finished with the build. Some of the major additions to my final build:

    lvl 39: HotA gets the Thunderstrike rune, whenever an enemy is killed by this skill all enemies within 10 yards are stunned for 3 seconds.
    lvl 44: Leap gets the Call of Arreat rune, merely a stepping stone but still very useful - it increases the radius of the slow while pulling enemies towards where you land, making it easier for you (and them) to be in melee range.
    lvl 45: Gain my 2nd likely permanent passive skill, Brawler (IMO the best barbarian passive) granting an additional 30% damage for 3 or more enemies simply being with 8 yards (essentially anytime I leap anywhere).
    lvl 47: Cleave gets the Broad sweep rune, increasing the damage to 156% from 120 (+85% when a monster is killed), counter productive as we want to be finishing mobs off with HotA.
    lvl 50: Gain my final likely permanent passive, Juggernaut which reduces the duration of all control impairing effects by 20%, in addition anytime Stun, Fear, Immobilize or Charm (the CC's that essentially make you lose complete control) you have a chance to be healed for 15% max life.

    Inferno Lvl 60 Req:
    Link: http://us.battle.net...XYcT!egT!YYcZaZ
    Primary: Cleave w/ Broad Sweep
    Secondary: Hammer of the Ancients w/ Thunderstrike
    1: Leap w/ Death From Above
    2: Ground Stomp w/ Wrenching Smash
    3: Rend w/ Ravage
    4: Earthquake w/ Chilling Earth
    Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
    Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
    Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)

    Only make one addition to this build throughout Hell:

    lvl 50: Leap gets the Death from Above rune, stunning all immediate enemies for 3 secs - make the change because it ensures a safe initiation.

    At lvl 30 onwards I will be using the Enchantress, im hoping that companions will not be complete crap, because if they can survive for more than a minute she can be devesatating:

    Enchantress
    1: Forceful Push (AoE dmg spell that knocks back enemies around the affected mob)
    2: Powered Armor (Increases Armor by 15% and slows attackers by 30%, affects all party members)
    3: Disorient (AoE 2 sec stun)
    4: Mass Control (AoE Hexes all enemies with 15 yards into chickens for FIVE secs.

    Planned order of execution of skills for initiating:
    1. Leap into a group, stunning them
    2. Rend + Cleave
    3. Ground Stomp, restunning them
    4. Cleave until a monster is near death (4a) or have enough fury for EQ (4b)
    4a. Hammer of the Ancients the near death mob, restunning
    4b. Earthquake, its super effective
    5. If still alive and not low, repeat 4-4a until leap comes
    Posted in: Barbarian: Bastion's Keep
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