Starting June 28th, you will no longer be able to log in to a Curse account that was not merged with a Twitch account. If you have not yet merged your Curse account with a Twitch account, please do so here! Otherwise, your account and its content will be inaccessible.
Dismiss
  • 0

    posted a message on Skipping movespeed on Thousand Storms builds

    Does move speed make the dash animation faster? It does that for Furious Charge for barbarians, I believe.

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Wreath of Lightning Question

    The proc alternates between your main hand and off-hand, depending on which weapon was active for the attack that procced the gem. http://us.battle.net/d3/en/forum/topic/13466126509


    It does benefit from crit chance and crit damage, as well as +lightning skill damage. It can crit and proc Pain Enhancer.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Is Force Weapon contributing to Elemental Exposure?
    Force Weapon:Ignite can be used to contribute fire damage, I believe. Electrify contributes lightning but doesn't do anything against single targets, IIRC.

    Sparkflint, Cannoneer, and Icicle can all contribute to elemental exposure but only if the familiar projectiles hit. Just enabling sparkflint doesn't make all your attacks fire.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Frozen Orb Build - Elemental Exposure
    You have two sources of fire damage (sparkflint and ignite). Seems like you could drop ignite for force weapon, or drop sparkflint for Cannoneer and use Absolute Zero instead of Spellsteal. Ignite+Cannoneer gives the best and broadest uptime of Elemental Exposure.

    I use Lightning Blast instead of Forked Lightning because it's so much easier to aim with. Surge of Power is also popular at low gear levels, I think.

    Also, if you're in a group, you should run Cold Blooded over Glass Cannon, since it'll buff your group's DPS.

    For running low diffs, you should drop something for Teleport: Wormhole. For high diffs, I find that Event Horizon can help keep melee group mates alive (especially my one friend who can't dodge Arcane Sentries to save his life), especially combined with Mirror Image: Duplicates.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Massive XP nerf?
    People on reddit.com/r/diablo reported that the nerf to swarm mob xp is about 15%, but the 100% experience buff is broken for level 60 characters. The lack of the previous 50% experience buff is why leveling speeds dropped.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on WoTF - Fists of Fury, clarification needed
    Nope, I was wrong. Every application of the dot has a separate duration. The second strike does apply a separate dot for each of the seven punches, though. It was pretty clear because I couldn't stack the dot higher than a certain point no much how much I punched the zombie in a row before pausing to see the DoT tick. The first dot tick would do 32 damage (tested with a Staff of Herding and a bonus min dmg amulet), and I could get the dot tick up to around 600, but it would drop to 500-something and then 300 something and then tick for 150ish as it fell off. The dot was dramatically higher after doing the second part of the combo than doing the first hit twice.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on WoTF - Fists of Fury, clarification needed
    Cularic, I've seen screenshots of test results, and they suggest FoF works a bit differently than you think.

    Every time you punch something, it applies the DoT. So the first part of the combo applies 1 stack. The second part applies seven stacks. The third part applies one stack. The screenshot proved the dot stacks at least 7 times. Yes, it is just as crazy as it sounds.

    The conflagrate rune says that "burn damage" refreshes the dot. I read that to mean that other skills that deal burn damage ALSO refresh the dot. The only one of those I've noticed is Blazing Hydra (which replaced Venom Hydra), which also states in the description that burn damage can stack. I would guess that Blazing Hydra can maintain a conflag stack, if they don't just combine into a crazy sustained burn effect.

    Gonna go test this, actually, but my advance prediction is that every hit of FoF refreshes all existing stacks, just like conflag apparently works.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Crusader with no 30% dmg reduction?
    Having 30% DR base would probably have come at a cost of potential offensive power. This way you can choose to build tanky for melee (using much more powerful defensive abilities than would otherwise have been available) or you can go midrange and build more offensively. It's basically how wizards are set up.
    Posted in: Crusader: The Church of Zakarum
  • 0

    posted a message on My THUNDER MONK build
    WotHF: Hands of Lightning deals physical damage, not lightning. It isn't benefitting from your +lightning damage, it just hits like a truck.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Is 2h viable?
    1200 DPS serpent strike wand that lets me have a second Hydra: YAY! 1200 dps Crushbane 2H mace: Uh, what?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Toughness?
    First of all, armor protects you against all damage, not just physical. It protects against elemental packs.

    If you have high toughness with just armor and life, then you must have a TON of armor and life. You would do just fine against elemental packs, as well as anyone who got the same toughness via a balance of life, armor, and all resist. The only difference would be that you might wind up with a lot of life but poor mitigation, which might in turn make it difficult to refill your health globe. Takes you the same amount of time to go from full to empty, but its harder to refill because you have so much health.

    Finally, if item tooltips give you a toughness comparison, and you have only armor and life and no all resist, an item with all resist will show up in the tooltip as giving a large amount of toughness. This would help your hypothetical person realize that all resist is a valuable stat for them.

    The REAL problem is if the Toughness stat includes dodge chance. A DH with very high Dex will have quite good dodge chance, and thus an inflated toughness stat. Since you can't dodge ground effects, elemental packs will hurt far more than someone with toughness derived from armor/vit/AR. Large single hits will also feel much more spikey if your toughness is mostly from dodge. Monks can at least convert some Dex into armor; DH currently have no equivalent.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Stat possibilities of the crafted amulet
    Definitely possible. Once you roll a core stat affix, you can't roll another pure core stat affix, but you can roll a hybrid core stat affix. Only core stat affixes are exclusive, so far as I know. All other affixes can be rolled together.

    IE, you can roll 200 Int, and then roll 100 Int + 100 Vit, but you can't roll 200 Int and then roll 200 vit.

    You could roll your desired amulet and still have an affix left for average damage.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Paragon 100 beyond 4?
    They've either said or implied that whenever they reset the ladders, all the characters in the ladder will be moved to non-ladder and all their accumulated paragon xp will be added to your non-ladder paragon xp progression.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on 2 Man Team combos
    Monk with Cyclone Strike + Wizard with Meteor works pretty hilariously well. Use Living Lightning + Prodigy to get the AP to spam Meteors on the Monk.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilities
    Still waiting on a Haunt that jumps enemies when refreshed. Also, infinite duration seems like it owuld make the 2s duration rune of Haunt really overpowered relative to the others.

    I think it's very interesting that Frozen Orb says it does 'up to X% weapon damage' for both the pierce and the burst. Does that mean it spews ice bolts everywhere, but an enemy can only be hit by so many of the bolts? It also does much less damage, presumably in exchange for hitting way more enemies.

    Ray of Frost getting an AOE is sooooo delicious. I love the Black Ice build already, this'll just make it better. Tiny radius, but I suspect it'll still be noticeable vs packs.

    This also makes me suspect that Life Steal is going to be entirely eliminated in favor of things that are easier to balance like LoH.

    Looks like they haven't figured out what to do with Crit Mass yet... or they're planning on nerfing crit chance and proc rates until it isn't overpowered.
    Posted in: News & Announcements
  • To post a comment, please or register a new account.