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    posted a message on [Spoilers Ahead] D3: Reaper of Souls - Random Goodies: Transmog, "Bound to Game", and more
    Quote from seraphim4

    X1_BigRed_Event_ImperiusCharge - Lieutenant of Baal



    hm?
    I think The Charge of Imperius might be an event, and you have to fight a Lieutenant of Baal in it, rather than implying that Imperius is working for Baal. Though you never know.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilities
    Quote from FlutterKree

    Quote from OtterSeaborne

    ... you do have Smoke Screen and Vault, you know. You can Vault clear of TPs, vortex, frozen, and SS out of Jailer and Knockback's slow. No other class has such good CC breaking on low-to-no cooldowns. Yes, it costs Disc - but with Gloom and Punishment nerfed out of "mandatory", you might try spending your disc there, not relying on snapshots and actually using Hatred builders. You'll even have a big burst heal rune for SS.


    It is still the core problem with the DH. SS and vault are okay but they are useless if thats all your doing in a fight. many a time i have vaulted away just to get sucked back in and killed. And if you have to use both in a build, that means something is wrong and it would also make it to where all you are doing is Vaulting or SS'ing half the time, slowing down the clear time to agonizingly slow times.

    I used to use Vault but i have taken a liking to using caltrops in my Strafe build for the extra 10% crit chance. The vault was actually hurting my build. when i actually used it to get away id lose the charge up on strafe and would not have enough disc to use shadow power. I like my build but these changes would ruin it.

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    DH is the only class without inherit defense in the stats or damage reduction. Yeah they should take less damage as they are so posed to be farther away from the fights, but that's never the case is it? If you are soloing mp10 will you always be far away from the mobs? Yeah vault and SS make it so you an escape but they just drain your disc for other things and making your fighting time less.

    the way i see it, LS/gloom/perfectionist are all ways put in to make the defenses of the DH a tad bit better. removing LS removes the DH's defense slightly. Now if you want to Vault and SS around all day running from monsters kiting and taking a hour+ to do fields, then go do so.

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    I dont see the Punishment change as a nerf, more of a balance, and i honestly didnt really use gloom until lately, ive done fine without it, instead ive used night bane for longer Strafes. but then again ive never gone out of mp4/5 (mostly due to im poor)
    But this is exactly what I'm saying. If you're not spending all your Disc on Shadow Power - say because you're using the Smoke Screen rune that gives 10% of your maximum life back over 1 second on activation - then interrupting your channel to Vault isn't as bad, because it doesn't mean "wasting" the Shadow Power snapshot. People might even try non-channeled hatred spenders, instead of the main choice being which RF rune, or maybe Emberstrafe or Stinging Steel. Furthermore, DHes are getting almost across-the-board buffs to their hatred spenders, lowering cost and raising damage. They're even making Echoing Blast baseline on Spike Trap (at the cost of some damage, but Scatter is scary DPS now). They're putting more "cannon" into DH's, and toning back some of their sustain options, so there are choices that aren't "facetank everything". And if you're in the mood to facetank, the new Brooding is kind of great for RF builds, giving you very strong life regen while stationary.

    I'm not meaning you run from everything. But if TPs, vortexes, jailer or frozen is troubling you the way your post suggested, the DH has the best tools bar Thrive on Chaos right now to deal with those, and the patch is planning to make them better. Strafe builds, like non-permazerk Whirlwind builds, Tempest Rush or Dashing Strike monks, or Furious Charge spam builds, are naturally vulnerable to Jailer because they rely on a movement ability. It's the price you pay to get DPS while moving. Thrive on Chaos just let you ignore this price, so everyone got used to that as "reasonable". It isn't, permazerk is going away, and DH's can still break every jailer with one ability while monks, WD's, barbarians and wizards all have 16-second cooldowns at best on their snare breaks.
    Posted in: News & Announcements
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    posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilities
    Quote from FlutterKree

    I see the DH changes as a huge nerf myself, as my DH build gets close up to the mobs, if they moved the changes to live right now my build wouldnt work on mp1 at all (i dont have good gear but i can do up to mp4/5 as it is)

    Even with the damage boost on the skills for the DH, they will be forcing people to get life steal on a manticore, which will lower the overall damage making the damage adjustments on the skills worthless. (if you get lifesteal you wont get the % damage or the extra socket)

    or if they move life steal to a gem or socketable, it will still lower the damage and make the damage boosts on the skills useless.

    just my take on the DH changes

    EDIT:

    I also thing one of the underlying problems with the DH is that its the only class that doesnt have defence.

    Now what i mean by this is:

    The barb has the damage reduction for being melee and other things to reduce/boost all res.
    The monk has the damage reduction for being melee and other stuff.
    The wizzard's main stat is Int which gives All res. this allows the wizzard to get some high all res.
    The WD's main stat is Int which gives all res, same with thing as the wizzard. Most WD's i see doing mp10 have like 700 all res.

    Now the DH has a main stat of Dex, which give only gives dodge chance.

    All the other classes get usefull bonuses. The DH gets nothing, but a "Chance" to dodge, which in theory might be a good thing, but in the game its not.

    I know the DH is soposed to be used to "kite" but how can you kite when you are getting knocked back, jailed, walled in, sucked to the monster, stunned, or eve the monster telelports to you. In all its good theory.

    tl:dr Core issue of the DH is no defence. and kiting cant exist in a game when monsters can pull/wall/jail/stun/teleport.
    ... you do have Smoke Screen and Vault, you know. You can Vault clear of TPs, vortex, frozen, and SS out of Jailer and Knockback's slow. No other class has such good CC breaking on low-to-no cooldowns. Yes, it costs Disc - but with Gloom and Punishment nerfed out of "mandatory", you might try spending your disc there, not relying on snapshots and actually using Hatred builders. You'll even have a big burst heal rune for SS.
    Posted in: News & Announcements
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    posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilities
    Called Storm Chaser going to Lightning. Feels good.
    They're even reducing the AP cost of Energy Twister, so I'd say CM is off their radar, and the nerf/replacement didn't make this build. One idea of mine had been CM giving a 1 second buff that increased cooldown speeds by 100% - maths out exactly the same unless it refreshes inside 1 second, in which case it's still good (halves all cooldowns) but not permafreeze good. I mean, if you've got Black Hole, Pulsar and Cold Snap, you'd have a pretty good lock, but that's a lot more commitment than many current CM builds.

    Overall, it just feels good. The grammar changes are nice, there's a bit more of a reason to use certain elements, or combinations of elements, and wizards get more good choices of elemental spells. Barbarians look like Relentless is getting turned into a revival passive, and Seismic Slam having a reliable stun is amazing. New Whirlwind - Hurricane has the potential to be a massive farming tool, using Cleave - Reaping Swing and Battle Cry - Bloodshed to kill most of them, Sprint - Run like the Wind to make sure the stragglers die while getting you to the next pack, then gather with Whirlwind.

    And Witch Doctors do have a couple of changes. One rune of Spirit Barrage now has a 2 second Charm attached, and one rune of Firebats removes the mana cost entirely. Pretty major, really.

    Oh, and the 140% movement slow on Ray of Frost - Numb is probably not accurate. Unless it makes them move backwards. Which would be awesome, but kind of impractical.
    Posted in: News & Announcements
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    posted a message on Lots of surprises inbound... Soon?
    Quote from CheehC

    Josh seems good so far. Although I notice in every interview after a question has been made he always leads with 'that's a really good question'.. slightly annoying after awhile

    Jay Wilson built a great platform for D3 to grow into a great game, he just thought he knew best sometimes and didn't listen to players as much as Josh appears to have... stat points/visual customisation/rewarding the loot hunt not the wallet etc
    I think "That's a really good question" is Josh for "We have an answer for this, but I'm not allowed to make it public yet." Whether that's because the answer is 90% done, but a critical failure or major new development in the last 10% could render his answer obsolete, because releasing it without the proper context would make the fanbase think the sky is falling and Diablo is Ruined ForeverTM, or even that it's part of a major planned announcement - say, BlizzCon - and they don't want to be leaking things in advance.
    Posted in: Diablo III General Discussion
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    posted a message on Archon Wizard Gear Upgrade
    Yeah, going to agree that your All Res is low, and that Zunimassa's Pox is a good way to boost it without losing DPS, and that getting a lifesteal weapon can be a big help. Both your rings are actually pretty unimpressive - not bad, but there's plenty of room to improve them.
    As far as getting rid of the 14% fire damage, you could try to find an Andy's with lower fire damage taken, but you could just as easily snap up a Storm Crow with high Lightning Damage and Crit Chance, or even a Vitality Mempo of Twilight. A lot of people think a Mempo with no crit is next to useless, but a good Vit or Int/Vit roll makes it an enormous EHP piece.
    Finally, if there's issues with EHP, don't run Glass Cannon. I'd say look at getting a Buriza-Do Kyanon for your Scoundrel and running Cold Blooded if you need more damage, Temporal Flux if you have issues getting swarmed, and Galvanic Ward if you can't find somewhere good to drop Archon and rebuild it every 2 minutes.
    Don't worry too much about the specific kind of weapon. Just find a one-hander with high lifesteal and everything else okay. It'll be a DPS loss from the EF, but between no fear proc and the extra lifesteal, it'll speed up your runs on numerous fronts.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?
    Quote from inkcheese

    Quote from cptKon

    monks cyclone interaction with aoe damage dealt around him (with sweeping wind and crippling wave as an example)?

    That's a mechanical synergistic quality to the skills. It doesn't really modify the values of the skills with one another. If there was a skill that could make enemies line up, then it would make piercing attacks more attractive to play but most people want to mash buttons and setting up tactical plays like that doesn't provide any considerable benefit (unless your playing HC I guess).
    There is for melee mobs. It's called kiting.

    Though seriously, a cone attack that shoved everything in it towards the centre line would be sweet. Seismic Slam rune? Stone Vise, say? And then you could use Ancient Spear - Harpoon with No Escape, or Furious Charge, for the line attack.
    Posted in: Diablo III General Discussion
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    posted a message on DiaBro3 - find your Optimized MP Level, and a quick gear analysis
    Put me down as MP4, with right ring, gloves, Lacuni's and WH as most in need of upgrading, Skorn and Ice Climbers least. I'm running MP8 right now, using a gimmick Paralysis build, and have an MP6-7 Archon set in my stash that's largely similar (Triummvirate + black spear over Skorn, Vitality Mempo so I don't get one-shot by maniacs or charging bulls). Or maybe I just gear too much EHP. I like not dying, but still being challenged >.<
    Posted in: Diablo III General Discussion
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    posted a message on What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?
    Wizards are sorely lacking a Lightning damage spammable AP spender. Even one rune would be a huge help, and Energy Twister - Storm Chaser seems a solid candidate. It has "Storm" right there in the name! A simple swap like this could help make things like Paralysis, Tal Rasha's set and Schaefer's Hammer more useful, since you could pair it with Living Lightning for some hefty Lightning damage with high proc coefficients. (Purely theoretical, of course)


    I wish Mirror Images was better. I'd like to see them get aggro more reliably, and cast a wider range of abilities - this is critical with Mirror Mimics, because even though it looks comparable with Slow Time/Time Stretch (defensive cooldown with DPS buff, affected by Illusionist, and the worse of the two DPS runes), it often isn't because the mimics don't cast your actually damaging spells. I tried it with Sleet Storm one time, and my mimics would literally walk up and autoattack because I didn't have an Image-friendly spell. I loved the utility of breaking freezes, Illusionist resets, and the potential for a little DPS, but I just wish Mirror Mimics would actually cast AP spenders like Sleet Storm.
    Posted in: Diablo III General Discussion
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    posted a message on How would you fix items?
    Quote from Bagstone

    Many people just think that adding more stuff will fix the game.

    Add Talisman!

    Add charms!

    Add new affixes!

    Add moah legendaries!

    I actually disagree completely with that. We already have 13 slots to gear up, lots of items for those, and only a handful of these are useful for the top players. It's just really really really really difficult to balance items such that all of them seem to be equally desirable. And adding more stuff makes balancing even harder. Sure, new affixes or more legendaries might help if the affixes are "as rewarding as the old ones" or "offer really nice new game mechanics" or whatever. However, in the end no one cares; after a couple of months everyone is back to min/maxing.

    Why not take the opposite route and remove stuff. Some people have actually touched upon this idea earlier: make stats exclusive. For example, don't allow for trifecta items. An item should EITHER have crit chance OR crit hit damage, but not both. You'd have to mix a couple of items of both types, you couldn't just go straight one way or the other. Same with main stat and APS, and also for the defensive stats - vitality, allres, armor, life%, physical res shoulders. What the hell? Make some of these exclusive.

    Sadly, we won't see this since Blizzard already said they don't want to invalidate gear again (as they only did once with the APS nerf), and especially the outrage would be crazy after all the trifecta amulets would disappear. But this is just my $0.02 on how I would fix items.
    It's a genie-back-in-the-bottle problem. Yeah, affixes being exclusive and making you choose one or the other would have been a great design, but they didn't go there, and now they're kind of stuck with what they've done. There's no way Blizz is going to mass-delete items, so any changes have to accept that legacy items will exist. And the only real way out is to try to make competitive alternatives to trifecta gloves/jewelry, mempo and skorn (to pick out three of the most egregious "best at what they do for everyone" items). Some of that is through expanding the pool of options - for example, look at some of the low-level legendaries - Moonlight Ward would be a great Monk neck, if it rolled well at 63, while The Tormentor would be a solid two-hander for Int classes with level 63 stats (Roll LS/OS? GG). Some of the others might need a little reworking - why does the Sledge of Athskeleng give LoH when it's the slowest level 60 weapon in the game? If it was LoH or LS, you could get some very nice ones indeed, and have movespeed on your weapon. So stuff needs to be added. But some of that can be done with relatively little pain, using the pool of legendary items already made.
    Posted in: Diablo III General Discussion
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