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    posted a message on PTR live!

    No, ruins aren't in this patch...


    Also, anyone else suffers from horrific lags?

    Posted in: Diablo III General Discussion
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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 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 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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    posted a message on Legendary Gem Power Suggestions
    A new batch:





    Posted in: Diablo III General Discussion
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    posted a message on Legendary Gem Power Suggestions
    Quote from Zero(pS)

    Those are some really cool ideas NHunter.

    I particularly like the damage-boost that resets when you Crit. Incentivizes people to go for very high attackspeed to stack it asap. I think the %-boost would be higher though, as we have an innate 5% chance to crit on every attack, and some items (Sources) will almost always roll Crit Chance as an affix.

    I'll see if I can find time later today (or tomorrow) to put those into cool screenshots and add them to the original post.
    I went ahead and created the pictures myself...





    Posted in: Diablo III General Discussion
  • 1

    posted a message on Legendary Gem Power Suggestions
    Some ideas from me:




    • Whenever you lose more than X% (15?) of your maximal life within 1 second, reduce the remaining cooldowns of all skills by Y seconds (3-5?).
    • After earning a massacre, demolition or mighty blow bonus your next X (2-3?) attacks will deal Y% (100?) more damage.
    • The resource cost of your resource spenders is doubled, but so is their damage.
    • Enemies affected by your poison skills have their attack speed reduced by X% (15-20?) for Y (5?) seconds.
    • Each non-criticial hit increases your damage by X% (4-6?) . This effect can stack up to X times (10-15?) and is removed once you land a critical hit.
    • The damage from the attacks of the same element as your maximal elemental skill bonus is reduced by 50%, but you take 20% more damage from attacks of other elements. (holy == arcane)
    • Automatically heal to full life whenever you escape death via 'Unstable anomaly', 'Spirit vessel', 'Near death experience' or 'Indestructible'.
    • Your armor is increased by X% (100-150?) but your elemental resistances are reduced by Y% (50-75?).
    • The cost of your resource spenders is reduced by X% (20-35?), but each cast reduces your current life by Y% (2-3?).
    Posted in: Diablo III General Discussion
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