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    posted a message on Next Monk Buff PTR - Posted by a Blue
    Quote from Shinna1989
    Damage isnt an issue untill 32/33. With madstone you can pop up to 4 decoys from a single sss.
    That's more than likely a bug that'll get fixed.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on A Monk Passive I would love to see
    A passive that bumps the APS on daibos by a certain amount w/o affecting damage would be a nice addition. This passive would have to only apply to daibos also like Monkey King's Garb 2pc bonus. Bumping APS to 1.3 or 1.4 would be nice.

    Like was mentioned above, I also envision Shaolin monks with their very-fast-attacking staves when I think of daibos. Putting it in action would be difficult though since 2-handers with 1-h attack speed but 2-h damage range would tick the dps numbers way too high probably. Giving daibos 1h stats would hurt overall damage if using 1h damage range w/o the benefit of extra stats from an offhand.
    Posted in: Diablo III General Discussion
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    posted a message on New ladder season to play or not to play
    What I wonder is when do the items obtained in season get to be used by our non-season toons? Say I get the season-only Crusader shield, do I have to wait til the season ends to use it on my normal Crusader? If the items obtained during Season can't be used until Season ends, then I most likely will not bother with Seasons. The time gap to use Season-only items on non-season toons is just too short imo.

    That said, I'm also an achievement whore and it'd be very hard for me not to start a toon or two on it.
    Posted in: Diablo III General Discussion
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    posted a message on The epitome of fail: Don Vu
    Quote from shaggy

    Quote from Deatherian

    Last I checked coaches of the worst teams always get fired.
    You must not follow sports much.

    EDIT
    Also, bad analogy is bad. There is only one "head coach" position on a sports team. If you think there is only one person at Blizzard responsible for monks and wizards then you're beyond reason.
    And head coaches don't have assistants and coordinators, right...
    Posted in: Diablo III General Discussion
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    posted a message on The epitome of fail: Don Vu
    If Don Vu alone isn't responsible for the current state of Monks and Wiz, why would he list that as his responsibilities? That would be like telling everyone you're the head coach of the worst team in the league. Last I checked coaches of the worst teams always get fired.
    Posted in: Diablo III General Discussion
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    posted a message on The epitome of fail: Don Vu
    Quote from TopHatCat64

    Quote from SerinMaximus

    Wizard, supposed to be the master of elements but really never has been, undefined role. Wizards throwing their hands up in confusion.
    When it comes to the philosophy of the wizard, it seems like they were envisioning them flitting around the battlefield while blasting monsters from range. Key word: range. The channeling spells seem to directly contradict that image. Standing still leads to monsters getting in your face, which means you're now face-tanking like one of the melee classes. The skills that do lend themselves to this ranged playing style are incredibly weak in comparison to the nukes that DH's and WD's can dish out (the other two "ranged" classes).

    Wizards just play clunky right now. Honestly, I feel like Teleport needs to have its cooldown removed and then given a paltry AP cost per cast. Wizards should be the most mobile class. A big part of their flavor is their control over "time and space", and yet they seem do a pretty poor job of dealing with both in-game.
    Turn teleport into vault? I like that. Making it like Monk's dashing strike would be better than current iteration as well.
    Posted in: Diablo III General Discussion
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    posted a message on The epitome of fail: Don Vu
    Quote from Erronem

    Quote from Helycon

    I hope it's taking a bit more time actually, so we can have a proper "balance" between the classes.

    I wouldn't count on it. No RPG with multiple classes is ever perfectly balanced, but as WoW and now D3 have amply demonstrated over the years, Blizzard in particular is pretty terrible at balancing classes. It will always be the case that at least one class is terrible, at least one is overpowered, and at least a few buffs/nerfs/general changes to skills, items, stats, etc. will defy all reason and logic. It's kind of something you just have to get used to when it comes to a Blizzard RPG.
    Overbuffing would be acceptable considering how long Monks have sucked.
    Posted in: Diablo III General Discussion
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    posted a message on 6 pc Mara - Krider vs anything else
    Quote from Lyph
    Hey,

    I want to add some thoughts. Pre 2.1 Kridershot is because of the earlier mentioned things (IAS Sentry Bug) not BIS, as long as you have an equivalent dps 2h-xbow like Buriza.

    So with 2.1 this will change and you want to get three spenders with Maraudon 6p. There are two options for that:

    a) Kridershot

    B) 2h-xbow without hatred generator

    Then Kridershot could become BIS because you get a free hatred spender (EA) which will also generate hatred and so you get the benefit of active nuking with your DH -> LoH (and of course Area Damage). If you want to play 3 spenders without Kridershot you will have to play without hatred generator or without smoke screen (or vault).

    So let's think of a nearly perfect rolled Kridershot with ~2800 dps -> what elemental do you want to play?!

    - Physical: Cluster Arrow (1200% Shooting Star with Ballistics), Impale (750% Impact @ stunlock or 2475% crits Grievous Wounds) and of course Elemental Damage (300% Nether Tentacles) -> Multishot (460% Full Broadside) would also be an option.

    - Fire: Cluster Arrow (770% Loaded for Bear), Multishot (360% aoe + 900% at three targets Arsenal), Elemental Arrow (300% Screaming Scull with fear)

    - Cold: Cluster Arrow (2250% five targets Maelstrom), Impale (620% straight pirece Overpenetration) and Elemental Arrow (330% Frost Arrow, up to 3630% when hit 11 enemies)

    With a physical build Tasker and Theo are best in slot. On a fire build Cindercoat could beat Tasker and Theo and on a frost build Tusker and Theo or Frostburn should be BIS (depending on DPS vs. CC).

    At the moment I play a physical build (CA/MS) with Tasker and Theo and I'm wielding a Buriza. But with 2.1 maybe a cold build could be better in higher greater rifts. You get perma slow, 20% overall damage (Cull the Weak) a nice heal with Maelstrom and you get the best rune of Elemental Damage (all other runes except Ball Lightning are much weaker).

    Maybe it is worth it playing phyical build with Frost Arrow? What do you think? Frost Arrow is by far the strongest EA-rune.
    I'm currently going with Frost Arrow in a physical build with TnT on the PTR and loving it. Using Frost Arrow and pairing it with Cull the Weak.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Awareness is broken after the new PTR patch
    Quote from xrs_srx
    Is anyone else experiencing the same problem?

    Awareness doesn't seem to do anything now.
    Think so, but my issue might be due to I was getting it from my Hellfire Amulet.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Awareness is broken after the new PTR patch
    Quote from Tunafish
    That passive's still used? The things you learn in this forum...
    Why wouldn't it? It's a great defensive passive.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What makes Loaded for Bear superior to Shooting Stars?
    Quote from zxvcbomb

    Quote from Deatherian
    Quote from zxvcbomb

    fire is better for the player but +% physical buffs sentries so you double dip if you use physical runes with the six set (+% physical increasing your spender damage and your sentry damage which in turn buffs your spender damage when they cast them). While you may be able to get another +20% with 6set while subbing out gloves with rrog, you benefit more physical if you go full sentries. For example, I have +37% physical which means my sentries do 137% damage plus each spender doing 137% damage meaning they'll do approximately 187% of my damage every time they fire a spender vs anywhere from 145-160% with fire and six set bonus. If I equipped an SoJ instead of my nat's ring I would get even more +% physical but I'd drop my extra dex and crit chance from the 3set plus my Nat's is trifecta
    This is wrong. There's no advantage to using physical over fire as far as sentries are concerned. In fact I'd say Fire is better for sentries b/c spitfire turret is fire. What physical does better than fire is in buffing pets.

    Also, the sentry damage you are mentioning is only for the bolts, which covers very little of the damage output of a Mara-set DH. The spenders your sentries fire benefit from whatever element the spender's rune is, not the sentry itself.
    according to this threadhttp://us.battle.net/d3/en/forum/topic/12674389831 the +% sentry damage information is correct
    There's no double dipping on the +physical damage, only the specific skills. The double dipping mentioned is for +skill such as +sentry and +CA. Say you have +sentry dmg on your quiver and +CA dmg on your boots, the CA your sentries fire will benefit from both. Your +elemental will also benefit the spender fired if using the right runes.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What makes Loaded for Bear superior to Shooting Stars?
    Quote from Kueken

    Quote from Deatherian
    Quote from zxvcbomb

    fire is better for the player but +% physical buffs sentries so you double dip if you use physical runes with the six set (+% physical increasing your spender damage and your sentry damage which in turn buffs your spender damage when they cast them). While you may be able to get another +20% with 6set while subbing out gloves with rrog, you benefit more physical if you go full sentries. For example, I have +37% physical which means my sentries do 137% damage plus each spender doing 137% damage meaning they'll do approximately 187% of my damage every time they fire a spender vs anywhere from 145-160% with fire and six set bonus. If I equipped an SoJ instead of my nat's ring I would get even more +% physical but I'd drop my extra dex and crit chance from the 3set plus my Nat's is trifecta
    This is wrong. There's no advantage to using physical over fire as far as sentries are concerned. In fact I'd say Fire is better for sentries b/c spitfire turret is fire. What physical does better than fire is in buffing pets.

    Also, the sentry damage you are mentioning is only for the bolts, which covers very little of the damage output of a Mara-set DH. The spenders your sentries fire benefit from whatever element the spender's rune is, not the sentry itself.
    As far as I am aware, there is no "double benefit" from %physical damage for physical spenders fired by sentrys. However, %sentry damage and %spender damage applies to spenders fired by sentries, so they get buffed by both skill bonuses.

    There is an advantage of using physical builds over fire builds, as far as the sentrys are concerned, because the damage type for the sentry standard bolts will always remain physical, regardless of the sentry rune used. Especially when using T&T, the sentrys shoot a significant amount of bolts inbetween spender cooldowns, which are boosted by %physical damage, even if you use spitfire turres (the spitfire rockets will be fire damage and boosted by %fire damage, though).

    2.1 changes that somewhat, the bugged attack speed gets fixed, allowing us to use 3 spenders properly, so every single shot will be a spender instead of bolts, allowing us to use an element of our choice without having to keep in mind that the bolts will still do physical damage.
    Are you 100% certain Spitfire Turrets' bolts do physical damage? I think if that were the case mousing over the skill on my skill bar would not show a fire background.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What makes Loaded for Bear superior to Shooting Stars?
    Quote from zxvcbomb

    fire is better for the player but +% physical buffs sentries so you double dip if you use physical runes with the six set (+% physical increasing your spender damage and your sentry damage which in turn buffs your spender damage when they cast them). While you may be able to get another +20% with 6set while subbing out gloves with rrog, you benefit more physical if you go full sentries. For example, I have +37% physical which means my sentries do 137% damage plus each spender doing 137% damage meaning they'll do approximately 187% of my damage every time they fire a spender vs anywhere from 145-160% with fire and six set bonus. If I equipped an SoJ instead of my nat's ring I would get even more +% physical but I'd drop my extra dex and crit chance from the 3set plus my Nat's is trifecta
    This is wrong. There's no advantage to using physical over fire as far as sentries are concerned. In fact I'd say Fire is better for sentries b/c spitfire turret is fire. What physical does better than fire is in buffing pets.

    Also, the sentry damage you are mentioning is only for the bolts, which covers very little of the damage output of a Mara-set DH. The spenders your sentries fire benefit from whatever element the spender's rune is, not the sentry itself.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What makes Loaded for Bear superior to Shooting Stars?
    A lot of this also really depends on what gear you have and how good the gear for each build is. I was running physical build with a SoJ that had its element rerolled (was something like poison or cold at first) to suit whichever build I desired. Later on I got a fire SoJ so now I'm Fire only.

    I had compared doing fire build with M6/TnT as well as M6/Cindercoat and the two are pretty even. TnT boosts pets damage, CC boosts yours. It also may just be because I have a trifecta TnT vs not having any Mara gloves that have both chc and chd.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on What makes Loaded for Bear superior to Shooting Stars?
    Quote from Damejc
    Sadly my gear isn't set up properly enough to know what LFBs potential is .. I don't have Magefist or Cindercoat. But basically, when using Shooting Stars and Ballistics, I was seeing 9-12m rocket Crits, with LFB I am seeing Crits around 7-9m. Again my + Fire is only like 15%... But, that seems like a big difference.

    if it helps, I have Natalya's Slayer, Chest and Ring, RORG, Mara head and boots.
    Those numbers don't tell the whole story between the two runes though. LfB drops 4 grenades on each shot, but Shooting Stars only shoots "up to" 3 rockets, depending on how many targets are available. So if you're fighting one target, you'd get the Cluster Arrow damage and possibly all 4 grenades hitting the same target. With SS though only 1 rocket would shoot at the one target. Same goes for if there are way more than 3 targets, if they're bunched up together LfB's grenades will likely do more damage than the 3 rockets each hitting a single target.
    Posted in: Demon Hunter: The Dreadlands
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