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    posted a message on 2.1.2 first impressions - share with us!
    Quote from 2edlt»
    DH nerfed to unusable:(
    Nope, DH is actually stronger than before by a bit. It just requires the player to be a little bit more proactive now, which is why lazy players who got too used to the sentries doing all of the dirty work will certainly agree with you.

    Conduit pylon - that thing is what really got nerfed into uselessness. They need to buff its damage by 5x at least to make it worth something even on T6.
    Posted in: Diablo III General Discussion
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    posted a message on Wizards in 2.1.2 advice needed
    Wasn't Sunder's proc totally cosmetic to begin with? Cinder Switch might be just as good.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What's there to come back for this patch?
    ot sure what I missed but the only Monk change I saw in the patchnotes was "Fixed an issue that could sometimes cause players to get stuck on a wall when teleporting with Epiphany"?
    Monkey King set no longer works on mindless spirit spending. In the new incarnation of the set, it instead summons (weaker) exploding decoy when you use certain skills (WoL, et al) as two pieces bonus while full set buffs the damage of consequent skills (the same set as for 2pc) by 500% for 5 seconds.

    And while I'm not sure it will be included in this patch, raiment set get 2pc and 4pc bonuses changed to generator also generate dash charges and +5 dash charges respectively.
    Posted in: Diablo III General Discussion
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    posted a message on Ebola build...
    But everything becomes a serious thing when you count in Buriza. We all know the Buriza+DA synergy - it simply becomes one of the hardest-hitting abilities of the game (we're talking Earthquake-like damage counting all bonuses); many don't know that Buriza also works on Bolas, basically making it hit 3 targets and exploding three times - istantly when coupled with the quiver.
    That's interesting, but I'm not sure that DA can home back to the target it has already hit. And Bolas definitely can't. So Buriza will really shine only if there is a (small) crowd of mobs around. Thankfully, the 2.1.2 will update mob density in rifts and unless the patch introducing this new set will revert that, it will be hard to find yourself without those extra mobs in normal rifts... now, many (bounty) bosses will be an entirely different story, as will be the Grift RGs...

    As an alternative, maybe Nat's crossbow + Nat's ring to get extra discipline (over 30 if have decent roll on xbow) and thus extra damage. Depending on how (Depth Diggers + Simplicity) and set damage buffs stack, those extra 30+ discipline might actually be preferable.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Ebola build...
    I think that the sentry was originally picked as a means of crowd control (and to proc bane of trapped).

    The companion - for 10 seconds damage burst (though as a hardcore player, I'd pick extra toughness from boar). And it can actually be discarded in favor of something else. Not sure what to stick in there, though... Some experimentations are needed, but the set isn't there for us to play with...
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Lightning M6 Stun Build
    The main problem is that the mobs (especially elites) quickly gain high resistance to crowd control effects.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on I have a few questions regarding Sentries, rockets and elemental damage.
    1. Usually, if it is not clearly stated which element the skill is, assume physical.
    2. & 3. & 4. M6 Sentry skill damages are [base skill damage] * [1 + %skill damage] * [1 + %sentry damage] * [1+ %element damage] * ... e.g. with no modifiers on the gear, you sentries will do 100% of your damage for the same skill. With 15% sentry damage - 115% of you damage for the same skill. Add enforcer (rank 0) and you get 122.5% of your damage...
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on I have a few questions regarding Sentries, rockets and elemental damage.
    1. Don't quote me on this, but as far as I know, those rockets are of the same element as the skill spawning them, unless it is stated otherwise (e.g. CA/Maelstrom is cold).
    2. 20% as sentry by itself does not affect the damage of your skills. Unless we're talking about skills fired by sentry with your gear having +%sentry on it or your jewelery having enforcer gem socketed.
    3. Same as above - sentry by itself doesn't affect the damage of your skills.
    4. Same as above.
    5. To the enemies within 'chilled' range.
    6. First shot's original explosion does not do any extra damage. Its rockets and the follow-up attacks will do more damage if the enemy is still chilled.
    7. Only for the enemies affected by chill/freeze.
    8. Same as above: the first shot's explosion doesn't do any extra damage (target is not chilled/frozen). After that, you get +20% damage as long as the enemy is still under the effects of chill/freeze.
    9. 15%. From any kind of a sentry.
    10. Same as above.
    EDIT: This is true with live version of M6. The PTR version gives 100% damage per sentry to skills (some of them) you yourself fire. As in with 3 sentries your CA will do 2200% (550% x 4) damage, while CAs fired by sentries (when you yourself fire CA) with do only 550% each.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - You think DH have been nerfed? Well think again kid...
    If it doesn't let you store additional charges - never found one, so couldn't test - then there is little to no difference unless fighting bosses: everything dies before you can bring out fourth sentry. Or do sentries with no enemies in their range still count (they are kinda "inactive")?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - You think DH have been nerfed? Well think again kid...
    While definitely not new, the other good decent approach to the new M6 is using chakram with Spines of seething hatred. Got to lvl35 solo hardcore (my limit on live is 27); my damage is enough to go another 5-10 levels higher, but the toughness is an issue...
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on New to Wizard, looking for direction...
    If you are fine with staying below t4 with your wizard, I might suggest trying the builds built around Ray of Frost + Light of Grace source as well. While indeed nowhere near as effective as Firebird builds, it is neither as mainstream nor as demanding to your gear. Essentially, it depends only on one legendary, thus allowing to use whatever else you want for other slots. And if you somehow get ahold of Frostburns, the crowd control of "Ray of Frost" becomes nearly unparalleled.

    Firebird builds themselves have a few variations. The high-grift Blizzard/Apocalypse version, the hardcore tank version that revolves around the Arcane Torrent with Flame Ward rune (requires Krelm's bracers to be truly effective) and a Disintegrate version. Pick the one you like the most.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Only Imagine D3: RoS Like this... Mother of Goku
    I don't think my 2Gb videocard will be able to run THIS even on the lowest of settings. Same probably goes for my 3.4GHz quadro i7. Or it will run, but as a turn-based strategy... >_>

    Still, the graphics are awesome. That much is obvious.
    Posted in: Other Games
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    posted a message on Are you okay with the changes in the price / value of the equipment sold by Kadala in the recent update?
    While the "drop" chance from Kadala is now probably much higher, I simply liked being able to buy an inventory-full of items.

    That, and not getting any legs in 25 items when you can still gamble more than twice as much doesn't feel as bad as wasting half of your shards on just 10 for the same (lack of) result. Especially if RNG doesn't like you in general.
    Posted in: Diablo III General Discussion
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    posted a message on Is Jade Harvester supposed to be glass cannon?
    No, you can easily gear Jade to be as durable as any other spec. As a 'visual' example, here is my own Jade doc (Hardcore). Might not be as powerful as yours (though, according to sheet dps, I actually have more...), but easily twice as tough. Easily do T3 and can probably go even higher, but am scared of dying.

    Anyway, you should decide, whether you play pet doctor or jade. As jade mostly benefits from +%cold damage. +%physical damage seems to be rather useless for this build. Also, since Jade is all about DoTs, attack speed only affects your cast animation. It doesn't affect actual damage output. Increased attack speed merely inflates sheet dps, so, for Jade build you should at very least consider a different belt. Hwoj Wrap might be a good choice since locust will slow down the enemies that survive the initial harvest to a crawl and you can recharge you skills much more peacefully as you will easily outrun everything that can't teleport.

    As for legendary gems... Wreath of Lightning is a rather strange choice as you are either nuking everything around you for 100 or more times damage gem does or you've already killed everything on the screen and there is nothing for gem to attack, thus being reduced to utility of 3 seconds of increased movement speed...

    I think that for Jade Bane of Powerful would be much better since it will essentially be permanent 20% increased damage. Godok of Swiftness might be good too as a way to reduce your cooldowns even more (and, thus, use Harvest more often).
    Posted in: Witch Doctor: The Mbwiru Eikura
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