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When is this patch going live?
LOVING the sound of these Thornsader buffs, been my favourite build since the Involer update and these damage buffs should put it in a FAR better place.
I'm assuming when a change is crossed out (like the 35/70% buf for the 2pc) that means it's no longer an issue right?
Oooh, buffs to Thornsader? Nice! I enjoyed the necro, but my main will always be my Thornsader.
Well damn, this makes things tricky...
See, on one hand they've buffed my Scythe build, so I can use Cursed Scythe and deal 200% more damage...
BUT, I'm thinking a Blood Drain build (which deals more damage in the first place), with the weapon than gives it a 50% chance to cast Blood Nova, and the leg that make it hit three targets...
That's going to be some crazy AoE.
Noice!! Looks like my prayers have been answered!
Grim Scythe deals an additional 7-10% damage for each point of essence it restores
That's potentially at extra 150% damage for Grim Scythe, combined with Simplicities Strength and Depth Diggers, my Generator build is shaping up nicely!
IF that's not on a Scythe (which is possible), I'll throw in
The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse
As well, just for poops and giggles, also because it'll free up a couple of slots.
Then for defenses:
Increases the maximum number of Bone Armor stacks by 5. That will be INSANE DR, with the set bonus.
Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it. Tanky tanky!
Should be a lot of fun!
LoL, bone armor set has already been nerfed XD. I guess it DID look a little strong...
Also, does anyone know if the 6pc effects itself? Like, does the 375% weapon damage for the Bonestorm get buffed by the 850% from the debuff?
Except that the Bone set makes armor stacks refresh. Meaning once you're up to 10 stacks, as long as you hit someone once a minute to refresh the duration, you'll stay at 10stack (50% Dr) no matter how many targets you hit.
Haha yeah... Maybe they'll cancel eachother out, and you'll end up with normal cost?
I'm thinking a generator build would work well, because with just set bonus' and the existing generator legendaries, you'll do decent damage.
I mean, with Set, Depth, SS and F&R that's already a pretty huge list of multipliers. IF they add a class specific Legendary to increase Grim Scythe's damage (which they easily could) that's just gravy.
If was in charge, I'd add a 1hScythe with a similar bonus to the Monk fist set. Something like "Increases damage of Grim Scythe by 0.5% per focus"
Looks like I'm going with the Bone armor set! I like that it focus' on Bone Armor, but also gives you a flat 1500% damage, so you have WAY more leeway as to which other skills you want to use.
I'm thinking Grim Scythe Generator build, Bone Armour set, Depth Diggers, Simplicity's Strength and fingers crossed, some kind of Legendary to support that.
They're saying all the right things with regards to the Necro...
It's no longer a case of "Will I play Necro?" or even "HOW will I play Necro?" It's not a question of "Which set do I want to try out first?"
Pet set, Blood Set and Melee set all sound appealing, hope they live up to the hype!
Yeah this looks alright... I'm hoping Necro is good, because I've sorta lost interest in all the other classes XD. None of the builds I like are viable anymore... Fingers crossed a tanky Syphon Blood/Golem build will be viable.
Anniversary dungeon sounds fun, I like the look of the rewards. Do we know if the Helm Legendary Gem will be included in the 3 gem cap? If so, I REALLY can't see anyone using it, outside of leveling.
Pretty much love all the monster changes. Especially the one for Shielding!
Okay so I think my Melee DH ninja is going to die before he was even rolled...
However... All hail the melee mage spec!
DMO + the new Fragment of Destiny, Ashnagarr's Blood and the new Belt. omnomnomnom
Akkan's getting remade (hopefully into a PROPER Condemn set) AND we get Melee Demonhunters?
YES PLEASE!
Quote from ThornagolThey will sneak that in on release. It'll probably say something like:
Shenlongs set has been redesigned to provide a damage buff to all other party members but the Monk.
Or maybe just remove the whole set just before launch:
We want to work on Shenlong's a bit more, so we're going to leave it with it's old functionality for now, maybe in 2.4
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I believe so... Except there are far better options of weapon to use with Blessed Hammer.
Hell, the only build that would use Hack is Thornsader, and even then Pig Sticker is better.
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That could totally work. Something like "Iron Golem: Your golem applies X% of your thorns on every hit. On use: Explodes, dealing Y% of your thorns to everyone in range."
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I was just using Invoker's as an example, to illustrate that you need more than what Necro currently have to make Thorns viable.
So would LoN Petthorn be viable? Possibly, but with (so far) no runes for any skills that support Thorns (like used in LoN Pony), I still think the damage would be lacking.
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Main stat isn't the issue here... It's not just the fact they have str that makes Thornsaber's viable, it's the set with gives them 800% thorns damage on each melee, and makes thorns hit in an AoE that makes them able to clear anything about 20.
Without some way to proc a large % of their thorns on every attack, Necro Thorn will never be a viable build.
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I mean, to make Thorns work you need something like the Invoker's set, which MASSIVELY boosts your thorns damage and gives it an offensive use. I can't see a Necro ThornPet build working, outside of MAYBE LoN, or some other very niche build.
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A: They'd probably already be in the game by now, if they were going to add them,
B: Not sure what other gems there are to add... we've got a pet one, a poison one, a frost one, a physical one and even a generator one.
Can't really think of any build that the Necro has, which would require a gem we don't already have.
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Have the new Necro Legendaries effected your build at all?
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Well, after seeing the sets, I was right... The Meleemancer set is the way to go for me.
I'm thinking a Generator build could actually work well.
LClick: Grim Scythe (Dual Scythes) Assuming this hits twice for 150% each, seems the best damage rune for a generator build. If not I'll probably use Blood Scythe for the healing.
RClick: Bone Armour (Vengeful Armaments) 200% increased damage, yes please!
1: Frailty (Volatile Death) Explode ALL THE THINGS.
2: Leech (Transmittable) This should mean you only need to cast the curse once, then murdering that target will spread it to everyone that's been gathered by Dual Scythe.
3: Command Golem (Bone Golem) AoE Stun that deals 2000% weapon damage over the duration? Who could say no to that!
4: Blood Rush (Transfusion) Any melee build will need a movement ability. One that heals on use is just a bonus.
P1: Stand Alone. Even with my Golem, that's still a 90% increase to armour.
P2: Swift Harvesting. 15% ASp for Scythe is always good.
P3: Eternal Torment. Perma Curses and they're cheaper.
P4: Reaping. 1% Health and Essence on kill, not great but eh... The passive selection isn't amazing for MeleeMancer.
Then I'll use the full Bone Armour set, Simplicity's Strength, Depth Diggers and fingers crossed they'll release a few legendaries that will work well with that build. Maybe something to buff the damage on Grim Scythe.
Had a Thought:
Replace Grim Scythe: Twin Scythe with Grim Scythe Frost Scythe, replace Bone Golem with Frost Golem, then equip Frostburn and Rimeheart. go for an AsP heavy build and try to get the most procs from Rimeheart, assuming the whirlwind can proc it?
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In general I'm liking the look of Golem builds...
But I'm waiting to see what the sets are like. I have high expectations for the Meleemancer build.
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I know right... I mean, they even took the rerolling part...
I expect a cheque in the post any day now, or at least a full primal ancient set for my Thornsader.
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tbh, the best (And simplest) idea I had to make Primal Ancients work is this:
When a primal Ancient drops, the stats on the item are decided... And then set to their maximum amounts.
Basically, EVERY Primal Ancient that dropped would be perfectly rolled, the only RNG in it would be the stats that rolled on your item (and yes, re-rolling stats at the enchanter would all roll max as well. The item ranges on the equipment would ONLY be he max amount).
Basically, it's an RNG way to get rid of RNG... Instead of adding another layer to it.
So rather than hoping a legendary drops, hoping that legendary is a Primal Ancient and THEN hoping it rolled well, as soon as you see it's a Primal you'll KNOW it's a good drop.
The drop rate would of course have to be pretty small, to stop people getting perfect gear within a week or something, but I think it would be a viable way to make Primal's an upgrade without getting too heavy on RNG or Powercreep. They're not stronger Ancients, they're just... Perfect ancients.
EDIT: I F***ING CALLED IT! Blizz just totally stole my idea Primal Ancients are now perfectly rolled.
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I'd love some kind of shape shifter. Doesn't HAVE to be druid either, as long as it has abilities/playstyle similar to the old Fury Wolf from D2.
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Woah, nearly missed the royal calf! That would have annoyed me... Thanks for the heads up!
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Agreed with Homer. You need WAY more Area Damage.
To put it in perspective, Quin is running the same build as you, clearing 85s... He has 170% area damage.
You also really need the Endless Walk set, 100% more damage
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Yes it is. But it'll overwrite the old gem, not stack with it.
So if you add a level 50 gem, then a level 70 gem, you'll have a level 70 enchant, not a level 120.