Compare to the already released preview of the armory: http://us.media2.battle.net/cms/gallery/PRG8AMHS567X1336811395837.jpg
Yeah, it's the armory/character profiles.
- Kisho
- Registered User
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Member for 11 years, 11 months, and 2 days
Last active Sun, Jan, 24 2016 11:35:38
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- 225 Total Posts
- 76 Thanks
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Jun 8, 2012Kisho posted a message on Trading Forum Changes, Commodity Sales Return, Disparity Between Melee and Ranged, Blue PostsPosted in: NewsQuote from Tybudd
Yeah, interesting change for melee, but I don't see the point in making the Mortors harder for range, the game is hard enough and as a ranged, mortors is what I hate the most besides the combination of speed and immune.
They aren't making it harder. Mortar should do less damage in 1.0.3, but there were a lot of ranged who were just outranging the mortar entirely (shooting 'off screen', as it were) while melee were still getting caught in the Mortar. Since Mortar is meant to be bad for ranged, good for melee... It needs to be changed.
Essentially for ranged, your new tactic won't be to outrange it, but to stay at just the right range where you don't get hit by mortar, but don't get hit by melee attacks either. Tricky, certainly: doable, totally! -
Jun 6, 2012Kisho posted a message on Patch 1.0.3 PreviewPosted in: NewsQuote from Spellmystery
Nice patch changes love them. Just a bit "nervous" about repair x4 or x5. So instead of lets say 7.000 gold repair, it will be 28.000 or 35.000 . Not everyone is "graveyard zerging" enemies. But as Triptic said...can't please them all!
Ideally, with these changes you'll only be dying a lot if you're severely undergeared. In other words...
Now, you'll die a lot because stuff one shots you, regardless of gear. It's ok though, because you can just run back and keep chipping away at their HP, dying 4-5 times in the process.
After the patch, you'll only die if you're really undergeared. If you're properly geared, you'll die once, maybe twice, or probably not at all if you're skilled. Less deaths means less durability loss, means less repairs required but they cost more.
The point I'm trying to make is I think it'll ultimately balance out. Sure, if you're undergeared and trying to bruteforce it you're going to suffer. But if you're appropriately geared and playing well, you shouldn't notice much change. -
May 28, 2012Kisho posted a message on Diablo III - Game Design UpdatePosted in: NewsQuote from Marooned
yesterday:
No, no, no... far, far less than 1%
today:
1.9% of characters have unlocked Inferno difficulty
WTF!!
Let's not get fixated on that. He made a mistake. The point is, it's still an utterly miniscule amount of people, regardless of whether it's over or under 1%.
Fantastic post from Blizzard. Really interesting to see what they're doing and the issues they're addressing. Looking forward to seeing the patch this/next week! - To post a comment, please login or register a new account.
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Yes, because you know exactly how everyone's eyes work with your omnipotence.
You may well be right, but your personal experience with your own version of color blindness doesn't mean you're the absolute law on the subject. Making such a judgement call based on very little information (without the OP's friend here to clarify anything or defend his position) is quite premature, to say the least.
At any rate, I'd much rather have faith in someone then be proven wrong, than to be utterly cynical and believe everyone to be liars.
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But yeah, there'll definitely be some nice stuff available that we've mostly overlooked so far. The passive for reducing damage taken during CC, dashing strike, those sorts of things. Should be pretty fun.
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Or, crazy idea, he actually is colorblind. But no, it's easier to just call people stupid.
There's tons of different varieties of colorblindness, so even if someone who suffers from it comes into the thread and says they can see it fine (which I note has already happened), it doesn't mean the OP's friend is able to.
He should definitely report it to Blizzard: they're getting to be pretty accomodating towards color blindness, so it's definitely something they'd be interested in so they can get it fixed.
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Well done OP, and grats on the kill!
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They aren't making it harder. Mortar should do less damage in 1.0.3, but there were a lot of ranged who were just outranging the mortar entirely (shooting 'off screen', as it were) while melee were still getting caught in the Mortar. Since Mortar is meant to be bad for ranged, good for melee... It needs to be changed.
Essentially for ranged, your new tactic won't be to outrange it, but to stay at just the right range where you don't get hit by mortar, but don't get hit by melee attacks either. Tricky, certainly: doable, totally!
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Give the weapon to me, and your karmic energies will soar with your generosity. Gold and real money matter not in the afterlife: only the type of person you were will dictate the heavens or hells you will experience in the everlasting world beyond this one.
Also I play a Monk, so really need the gear.
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Other way around: unless they specifically state they don't work for the group, then they should work for everyone in the group. TIme of Need doesn't state it works for the group, yet it does exactly that (had a friend asking why his resistances were higher, was because of my mantra).
For the rest, your post is correct. Same types of mantras don't stack (otherwise Conviction with Overawe would be insane), so it's best to use different mantras if you have more than one Monk in the party.
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Also, picking up these vibes from your post: you don't need to stick to the Monk-only weapons. The others work just as well, if not better sometimes depending on stats.
You may also like Deadly Reach with the Keen Eye rune. Extra armor is good. Also, either use Time of Need with Mantra of Healing, or switch to Mantra of Evasion and use Hard Target. Boon of Protection isn't that good these days (or its replacement). Also, maybe use the spirit generating rune with Sweeping Wind, so you can get more spirit to spend which then becomes more healing with the passive.
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For weapon there's two options (IMO): Amethyst or Emerald. Emerald gives more crit damage and is a bigger DPS boost than extra weapon damage from a Ruby at level 60, while Amethyst gives life on hit. If you've got other sources of life on hit and have a high quality Amethyst gem, then I'd suggest using that. If not, an Emerald works fine.
As for the rest of your gear, it depends on what you need. I believe (not sure on this) that the rule of thumb is to get 1:1 dex/vit, or in other words keep the two stats roughly equal. I've personally gemmed dexterity, but YMMV.
Good stats to search for on the AH are (in no particular order):
imp. attack speed
dexterity
vitality
resist all
a specific resistance (choose one and stick with it, for the benefits from One With Everything)
Life on Hit
+armor
As for which ones to search for? It depends on what you need more of. There's no hard rule on what stat is better, always. No strict stat priorities. Figure out what works best for you and roll with it.
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-15% AH cut
-Repair costs (which are going up significantly in 1.0.3)
-Crafting costs (which are dropping admittedly, but are still there)
These are the main 3 gold sinks which should keep gold under control. If they do not, then Blizzard will take steps to ensure it is handled. They definitely don't want another D2 scenario, where gold is utterly worthless because there's so much of it floating around.
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The stats also count every single hit on every single mob: so yes, if multi-shot hit 3 targets, you'd get triple the health back.
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Except Blizzard have already stated they're fixing this in 1.0.3, so your righteous anger is kind of pointless.
More specifically: if slightly undergeared for the Inferno act you're attempting, you need to be defensive. Makes sense. However, as you get gear, you can start being a bit more offensive until eventually you can just nuke everything down within seconds. Inferno damage is being adjusted and the difficulty curve too, so it isn't nearly as crazy as it is right now.
So yeah. You won the battle. Hooray.