Where "Should" D3 be ?? I don't really understand what is WRONG with it and I would like honest feedback on this tbh. When I play for the hours and hours that I do im never sat there thinking "Well thats fucking stupid, they should change that" NOT ONCE. The game offers amazingly poor drop rates but what do you expect ? This is a game about finding gear ? I expect it to take months and months to be the best geared possible. My wizard is a little over a month old and I have Plvl77 300k DPS buffed and 450mill in the bank. I imagine myself to be hitting 4 - 500k DPS in a few months time with billions of gold.
Im so confused when people say it needs work still, still not good enough, not where I want it. Are these people just spoilt babies who are used to pointing at things and getting them or what ?
Its not an MMO like wow where you get the best gear and in a few months a patch releases with a new tier. The current content has to last 2 - 3 years (My own guesstimate). Imagine if you got an upgrade EVERY session you played. The game wouldnt last very long at all and the developers dont want people finishing in a few months. Unless you use ££££ ofc then whatevs, they make money lol.
Just a topic spun from seeing an amazing amount of haters/complainers. Fire away.
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Sep 13, 20121) Strength: Strength is the main multiplier for all DPS and, as an added benefit, builds armor. If you look for it in almost all gear, you'll easily get more than the minimal requirement of 1500-1600. Armor BTW should be about 6k minimum.Posted in: Barbarian: Bastion's Keep
2) Crit Chance: You'll notice that Battle Rage/Into the Fray depends on the number of crits, not the damage they produce to generate fury. You'll more than likely be hearing "not enough fury" all the time ... that's why building it fast and often is so important.
3) Weapon Damage: Most likely, you'll use a mace or axe to get the extra crit chance bonus from Weapon Master (see above). Don't just look at the DPS number on the weapon, but rather at the max-min damage itself. The higher the average of these numbers, then the higher the destructive power of the tornadoes spawned by Sprint.
4) Resists: The trick here is to look for All Resist first, and then look for the specific resist that is often there, too. When you get gear with, for example, 60 AR and 30 Cold Resist, make a note and then look for other types of resist after that. Most people look for Physical to surpass all the others, but as long as they're balanced, it is best. You can achieve 500 unbuffed resists more easily as a combination of AR and specifics, than you can with AR alone.
5) Crit Damage: now is the time for Crit Damage. Unfortunately, the gear that usually has Crit Damage (e.g., gloves, rings, amulets) is extremely expensive. The cheapest and easiest way to get this is through the Stat Stick ... the offhand weapon that should have Crit Damage, a gem slot (for more crit damage), strength, loH etc. even if it has only 400-600 DPS ... tornadoes get their damage multiplier from the main hand weapon only, so it almost doesn't matter what the offhand does.
6) LoH vs Life Steal: There is nothing more satisfying than slamming an elite or boss and watching your swings heal you. There are some guys who can get over 2000 LoH ... but that is an expensive route. I agree with the comments above that this stat is overrated. I recently took a big cut in LoH, and still did quite well. All the hits from tornadoes and whirwind and such can really be a big multiplier to even 400-500 LoH. The benefit to LoH over Life Steal, is that Life Steal reduces in effect based on where you are in Hell/Nightmare/Inferno ... by the time you're in Inferno, Life Steal is only working for 20% of its advertised value. So, a 5% Life steal is only netting you 1% (1% of 30k DPS is only 300 life per second --- not per hit). LoH gives you 100% of the advertised benefit. Get to 60k DPS and then we can talk about Life Steal ---
Sep 4, 2012Hello!Posted in: Barbarian: Bastion's Keep
I've been playing a throwing barb since 1.03. I could easily farm act 1, but was dying regularly in act 2. After 1.04 I changed up some skills and just a few pieces of gear, and now I finished the game and farm act 2 with ease (probably act 3 as well if I had any decent gear).
This is the build I use:
Before, I was using ricochet and ancient spear (tried various runes on that one). This combination has several problems:
- It feels stupid attacking a single target with a multi target spell (ricochet)
- Often there are not enough targets to get decent fury generation out of ricochet. Even with a good crit chance, this caused occasional fury problems with bosses.
- Ancient spear is actually rather useless and in my opinion overrated. If you use the life leech rune, it requires a lot of dps for it to be worth something. The rune that pulls several targets is nice, but you end up pulling several enemies to you AND even with high crit chance, there's a chance you won't crit and won't be able to spam.
All in all, I found this build annoying. Another problem I had was that since I'm a barb, people seemed to expect me to tank at least a bit, which was hard with this build. So I changed things up a bit:
Mighty throw: Extra damage and perfect for single targets. Moreover, it will generate tons of fury on crit (with no escape). I found that with this rune, my fury was almost always full! Hence, I replaced ancient spear with:
Rend (Blood Lust): This skill is the perfect solution for all problems. It allows you to tank a bit if necessary (in fact, I prefer to be surrounded now). If you prefer kiting (or need to) that's also fine, you just run in, turn the mobs into a bunch of life regenerators, run out again and mow them down with axes. It also solves the one target problem of Mighty Throw. Trash monsters drop dead in a matter of seconds with this skill. If you keep battle rage up, you should gain more than enough fury using mighty throw to apply Rend whenever you need to. Don't spam it on the same monster! The timer will only refresh, it does not stack! The only time you should spam it is when there are 500 monsters all around you and you want to tag them all.
The rest is fairly standard:
Ignore Pain (Ignorance is Bliss): Panic button, turns you invincible. Don't hesitate to use, fairly low cooldown.
War Cry (Impunity): Would be stupid to go without it. Also, it's your only initial fury generator. Still it's no disaster if it's still on cooldown and you need fury. Since 1.04 you will auto-attack, which gains fury, and in the process you'll get hit a couple of times, for more fury.
Battle rage (Into the Fray): I've experimented with different runes, but I think you really need it to play comfortably with a throwing barb, especially in this build. Make sure it's always on. A trick I use is to cast it together with War Cry whenever War Cry comes off cooldown. Like that you'll always have fury to keep your Battle Rage up. Without it you're crippled. If you try this build and you run into resource problems, chances are you're not keeping battle rage up.
Wrath of the Berserker (Insanity): Not essential, but I love it against crowd control and with bosses. Solves all problems that Rend doesn't.
Passives are of course Weapons Master, Ruthless and No Escape.
Equipment wise I recommend going as DPS-oriented as possible. Of course you'll need a decent amount of crit chance. I'm at 51% now (with my mediocre gear) and that's fine. The key pieces are:
- Off-hand I'd recommend the three-hundredth spear. Preferably one with a socket, so you can get 70% crit damage easily.
- Main hand a mace or axe with life leech. I prefer this over LoH since our attacks will be relatively slow. A mace is a little better than a same-dps-axe, since the attack speed is lower, which improves your rend and fury management.
- Belt: a decent belt can be hard to find, since you'll both need life leech and reduced weapon throw cost. I have one with 4 reduced cost now, which works fine.
For this build, it's not necessary to bother with skull grasp or whatever, since you'll gain enough fury to keep up both.
On a final note, this build works better in some areas than in others. It's a charm in act2 farming routes, where there are lots of little meelee chars surrounding you and you can get the most out of rend. In act 3 it seems to be less effective in certain areas with lots of ranged monsters, but still viable.
What do you think?
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