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    posted a message on Sentry - Chain of Torment and Helltrapper
    I found a Helltrapper and wanted to mention how Chain of Torment interacts with it. In my testing, as others have reported elsewhere, Helltrapper was able to create up to two Sentries. These Sentries do not count towards your maximum limit, and will not be chosen to be replaced if you summon another while you have the max number of normal Sentries out. The part relevant to Chain of Torment is that these new Sentries will be connected to one another and to you, but not to your normal Sentries. For example, if you have a normal max of 3 and summon the full 3 + 2, there will be a total of 9 chains, 6 from your normal Sentries and 3 from the Helltrapper Sentries. (For comparison, if they did connect to your normal sentries, there would be 15 chains.)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Price Check] Level 33 Amulet, 4 good mods
    I couldn't find anything close to it on the Auction House, I was wondering how much gold it might be worth.



    Required Level 33
    Attack Speed Increased by 4%
    Each Hit Adds +26 Life
    Critical Hit Damage Increased by 32%
    20% Better Chance of Finding Magical Items
    Health Globes and Potions Grant +249 Life.

    Thanks!

    Quaestor the Wanderer
    Posted in: US Servers Trading
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    posted a message on New Firewalkers
    Could the damage depend on your DPS? Maybe someone who has them could try equipping nothing/junk and seeing whether or not it does the same damage. It would be nice if it scaled.

    Quaestor the Wanderer
    Posted in: Diablo III General Discussion
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    posted a message on Coming back to try new patch when should i sell my brimstones over 1200
    If you're not sure of what the price will do, you could hedge your bets. For example, if you think that the price is twice as likely to go down as to go up, you could do something like sell two thirds of them and keep the remaining third to sell later (in a week, or a month, or whenever) in case prices go up. This way, you will necessarily have sold some of them for less than you could have (unless prices don't change at all), but the minimum that you will get for them will be higher than if you were to save all of them or sell all of them.

    Quaestor the Wanderer
    Posted in: Diablo III General Discussion
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    posted a message on Magic Find 1.0.4 News... Insider Leak or Hoax?
    Based on the new article, it looks like the provided information is incorrect. Whatever else it means that the information was wrong, if they didn't already, the source's insider friend may now know which Reddit account is his.

    Quaestor the Wanderer
    Posted in: Diablo III General Discussion
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    posted a message on Unofficial Patch 1.0.4 Changes - Class changes, New Items, Affixes and More!!
    Is it possible to tell from the patch whether or not there were any changes to the basic Life on Hit/proc rates for various skills and runes? Also, any info about bug fixes? Thanks!

    Quaestor the Wanderer
    Posted in: News & Announcements
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    posted a message on PC/WTS Templar Relic, Lvl32, +141 Strength
    I'm curious as to how much this is worth. I haven't seen anything with even close to that Strength bonus at this level and the Dex bonus is decent, too. Thanks!

    Rare Templar Relic
    +141 Strength
    +58 Dexterity
    +14 Arcane Resistance
    Regenerates 13 Life per Second

    Posted in: US Servers Trading
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    posted a message on Mana on hit?
    I have seen references in a few places (such as d3db.com) to suffixes like "of Devouring" and "of Draining" that confer Mana on hit. I don't see any items in the Auction House with such a mod. Would I be correct in assuming that this mod is one that was built into the game code but not actually enabled? Or is there any kind of item that it can appear on?

    Quaestor the Wanderer
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on On-hit item affix effect duration
    I am wondering how long the "proc" effects from various item affixes such as "stun on hit", "freeze on hit", etc. last. I am aware that durations are reduced and capped for elites (source). What I would like to know is what the base durations are prior to reduction. I haven't been able to find this information; has anyone seen it anywhere? Thanks!

    Quaestor the Wanderer
    Posted in: Theorycrafting and Analysis
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