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    posted a message on Odd hack question

    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.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on Necro 2- Builds, help for improve

    Working on a Poison Generator build...


    However, it's hard to plan when I don't know the specifics of Leger's Domain. Does anyone know if it ALWAYS grants the extra damage, or if you have to actually generate essence with the strike for it to work?

    Posted in: Necromancer
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    posted a message on No new Necromancer Legendary Gems???

    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."

    Posted in: Necromancer
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    posted a message on No new Necromancer Legendary Gems???

    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.

    Posted in: Necromancer
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    posted a message on No new Necromancer Legendary Gems???

    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.

    Posted in: Necromancer
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    posted a message on No new Necromancer Legendary Gems???
    Quote from MugsyAU»

    Quote from undefined »
    Don't forget the thorns gem... will probably use that with pet builds that grant the pets your thorns damage.
    Eh, even with the Thorns gem, the Passive and the Legendary, I don't think Thorns wil work for Necro.

    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.
    Posted in: Necromancer
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    posted a message on No new Necromancer Legendary Gems???

    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.

    Posted in: Necromancer
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    posted a message on Saint's Auramance

    Have the new Necro Legendaries effected your build at all?

    Posted in: Necromancer
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    posted a message on Whats your favorite Necro build so far?

    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?

    Posted in: Necromancer
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    posted a message on Whats your favorite Necro build so far?

    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.

    Posted in: Necromancer
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    posted a message on Diablo 4 delayed by 5 years!
    Quote from Horazon99»

    I got 9 beautiful sources telling me that Diablo 4 is delayed by 5 years! The reason is that Lost Ark will dominate MMORPG and ARPG scene so badly, they had to delete all what they where working on and starting all over!


    PvP arenas are included in the marketing materiale for Diablo 4 but not in the game!

    Lost Ark? REALLY?

    Hahahahahahahahaha
    Posted in: Diablo III General Discussion
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    posted a message on Adding zest to Primal Ancients
    Quote from Aranoch»

    Quote from Talyn_Rahl»

    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 :P Primal Ancients are now perfectly rolled.



    Welllllllllll. This is awkward. Lmao.

    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.

    Posted in: Diablo III General Discussion
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    posted a message on upcoming changes primal 14/2 pluepost
    Quote from FEIF81»

    Hey all,

    As we mentioned previously, getting your feedback on Primal Ancients has been super helpful. We’ve heard some really good points, and along with this, we’ll be making some changes to how these items work in an upcoming PTR patch.

    Rather than increase the power they give you beyond Ancient items, Primal Ancients will now instead roll perfect Ancient-level stats tailored to the character class you’re playing when the item first drops. Rerolling any of these at the Mystic will also yield only perfect rolls.

    Along with this, these items will be even more rare than they currently are, and will only begin dropping after a character on your account has completed Greater Rift 70 solo (with separate unlocks for Hardcore and normal characters).

    Finally, we hear you on wanting Ancient and Primal Ancient items to salvage into something more valuable. With the upcoming PTR patch, Ancient items will salvage into 3 Forgotten Souls, and Primal Ancients will salvage into 15 Forgotten Souls (yay reforging \o/).

    We’re looking forward to hearing your feedback once you’ve had a chance to test these changes. Thanks again, and happy hunting.


    orginal post page 20 : https://us.battle.net/forums/en/d3/topic/20753245877?page=20#post-381

    CCAALLLLEEDDD IIIIIIIIIITTTTTTTTTTT!!

    I had this idea about a freaking week ago, even posted it on this board. Good to know me and Blizz are on the same mental pathway.
    Posted in: Diablo III General Discussion
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    posted a message on Adding zest to Primal Ancients

    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 :P Primal Ancients are now perfectly rolled.

    Posted in: Diablo III General Discussion
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    posted a message on Future Character Packs

    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.

    Posted in: Diablo III General Discussion
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