- Mandrikar
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Member for 10 years, 3 months, and 23 days
Last active Sat, Oct, 25 2014 22:41:09
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- 47 Total Posts
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Mar 11, 2014Mandrikar posted a message on [Updated] Patch 2.0.3 NotesThe largest omission was the two-hander damage range (and off hand damage affix). That indicates they haven't found the source of the problem after considerable time to look for it, which is troubling given the imminent launch of RoS. It is possible all but the dual wielders will be gimped at Reaper of Souls launch.Posted in: News
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Feb 13, 2014Mandrikar posted a message on New Patch for 2.0.1 PTR and Closed Beta Now Available2-handed weapons underperform dual wields or mainhand+source/fetish/quiver. 1H+ shield is the worst of all, which is the reason why you don't see players choosing it. Crusader has to take Heavenly Strength or their dps is gimped. Penalizing their movement for a required passive is poor game design. Most crusaders take steed to compensate, which is another penalty (losing a skill slot). Rather than fixing the problem that forces everyone to take these, they make the penalties even greater to discourage their use and promote diversity. Rather than fixing the root cause, they keep applying more badages that aren't effective.Posted in: News
At this point, I think they should just remove heavenly strength and focus on balancing crusader around sword and board. If they want to encourage variety in attacks for Crusader, make a passive that allows 30% damage reduction when using a 2-handed weapon (ala monk and barb). - To post a comment, please login or register a new account.
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@Porpoh: Combining +58% holy damage, it is smiting for nearly 5200% weapon damage, making it very useful for single target fights (bosses, keywardens, rift guardians). I don't think there is a better gem for holy crusaders.
The "glass is half empty" argument against it is the lvl 25 power of "zapping" something every 5 seconds with a surpirsingly long range: I have had it trigger goblins on the edge of the screen to run before I was ready to take them on, which is annoying. Kind of like the way pet classes have to be careful around goblins.
UPDATE: putting the gem on follower did not cause a rank 0 gem of that type to drop from greater rift guardians. However, doing a greater rift with another character (while the rank 32 gem was on follower of another character) did allow a rank 0 to drop.
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I have a Mirinae, Teardrop of the Starweaver (smite gem) in my soloing unity ring. I also want to level one up for my "group play" ring. How do I get a second Mirnae to drop from a greater rift guardian? I am sure I can have my seasonal character get them and wait for them to rollover post season, but there has to be a quicker way to get a rank 0 legendary gem.
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117,902,082 gold
I was wearing 2 special pieces: the belt and bracer (converts gold to xp and gold to armor)
WARNING in case someone doesn't know: don't go into greed's chamber without collecting all the gold in the hallways first. Once you enter her room, you can not go back out (didn't check to see if goblin portal was still up though).
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On the bright side, the legendary gems make T6 farming alot faster, so Hellfire Amulets will be plentiful and as common as Hellfire Rings were in D3Vanilla.
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"We're planning on expanding the level range for the retroactive damage buff to 2-handed weapons, so that it will include item levels 10-70 in patch 2.1. One of the benefits of this change is that it should help lower level Crusaders feel like Heavenly Strength is still a good choice. The percent of increased damage will still be based on the weapon speed, and not based on item level. So, lower level items will receive the same base percent damage increase as their higher level counterparts.
Additionally, we're adjusting the amount of increased damage from 23-26% to 26-30%"
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Drop Rates:
T1 drop rate = 25% keywarden and uber boss drops
T6 drop rate = 50% keywarden and uber boss drops
Number of Keywarden kills to get 1 key/portal open
T1 = 16 keywarden kills (16 * 25% = 4 component drops needed)
T6 = 8 keywarden kills (8 *50% = 4 component drops needed)
If a T1 wanted to get a Hellfire Amulet with 3 other T1 players that also had their own keys, he would (on average) needed 4 complete rounds of all portals being opened. that means he would have to provide 4 keys, which averages to about 64 keywarden killson T1. The other T1 members would put in an equal amount of portal openings.
If a T1 wanted to get T6 carried, and thus had to provide all of the keys, he would need to open up only 2 rounds --but provide all 8 keys. He would get the keys on T1, so would require (on average) 128 keywarden kills. In other words, he could have gotten 2 Hellfire Amulets if he did it as it was intended and did it with others of his level who also chipped in.
In sum, T6 carrying a T1 is half as efficient as doing if the T1 did it with other T1 players who all contributed their own keys equally.
If a service was to be provided, it would have to be of beneficial to both parties. Here is how it would:
The T1 player opens up 3 portals. The three T6 carriers open up the other 5 portals. Under this scenario, the T1 only requires 3 keys to get a HF on amulet (not 4, as if he were doing it with other T1 players) and the three T6 players would only require 1.67 keys each to get a HellFire amulet (not 2). With no fractions involved, 2 of the T6 would contribute the regular amount of keys (no gain or loss) while one of the T6 players only contributes 1 key to get the amulet (a gain).
Put another way:
Player 1 (T1 able) slight advantage...3 keys required rather than 4
Player 2 (T6 able) advantage...1 key needed rather than 2
Player 3 (T6 able) neither advantage or disadvantage...2 keys required
Player 4 (T6 able) neither advantage or disadvantage...2 keys required
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General
- Barbarian
- Crusader
- Demon Hunter
- Monk
- Witch Doctor
- Wizard
Bottomless Potion of Rejuvination
- Krelm's Buff Belt
- Krelm's Buff Bracers
- x1_FollowerItem_Legendary_03 (Name still TBD)
New Legendary Potion
- Restores 15% of your primary resource when used below 25% Life
New Legendary Belt
- Grants a 20% Movement Speed bonus
- Taking damage causes you to lose this effect for 15 seconds
New Legendary Bracers
- Grant you immunity to Knockback and Stun effects
New Legendary Follower item
- Equip on Follower: Reduces the cooldown of all Follower skills by 50%
Remorseless
New Legendary one-handed Mighty Weapon
- Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds
P1_CruShield_norm_unique_01(Name still TBD)
New Legendary Crusader Shield
- Removes the cooldown of Condemn
- Condemn now costs 40 Wrath
Leonine Bow of Hashir
New Legendary Bow
- Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards
Alabaster Gloves
New Legendary Gloves
- Increases the duration of Sweeping Wind to 1 minute
Seasonal Legendary not yet implemented
p1_Wand_norm_unique_01(Name still TBD)
New Wand
- Removes the cooldown of Teleport
- Teleport now costs 25 Arcane Power
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