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    posted a message on Kadala Hack question

    No. Minimum level is minimum level. For example, an easy Ring of Nialuj Evol can be gotten at level 11. That's how I got mine this season.

    Posted in: Diablo III General Discussion
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    posted a message on Hotfix Going Live Tomorrow, Inarius Nerf, Rathma's Buff, Exploits Stopped

    The real problem is that Necro lacks any complimentary bracers. A good deal of other classes' toughness comes out of bracer synergy.
    Something like:

    The cool down of Simulacrum is reduced by 1 second for each enemy hit by bone spear and death nova. While Simulacrum is active, gain 50% damage reduction.
    Or:

    Each skeletal mage you have active reduces damage by 10%, Max 50%.

    Or:

    Consuming a corpse with devour grants an aura of miasma within 20 yards of you that lasts 15 seconds. Each stack of miasma reduces damage of enemies in the aura by 5%. Max 50%.

    Or:

    When you spend health on a skill, gain a blood shield that absorbs the same amount of health you spent, up to your maximum health.

    Or:

    When you hit with a skill that generates Essence, gain 20% damage reduction for each enemy hit for 6 seconds, max 60%.

    Your Essence generators deal 200% increased damage when they hit only one target.

    Posted in: Diablo III General Discussion
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    posted a message on Diablo Patch 2.5 - A wishlist

    I would like to see a really fun reason to do set dungeons. Set themes for Skills.

    For example: You master the Arachyr's set dungeon and while you benefit from the 6 piece set bonus, you gain the option in the Wardrobe to turn on the theme. The theme changes the look of the skills used by Arachyr's to a spider theme. Fire bats spews a bunch of spiders. Piranhas are replaced by a wave or cyclone of spiders.


    Another example: The Invoker set gives thorn damage a visual effect. Maybe some quickly snaking thorny vines like on the helm and shoulder pieces.

    Another example: The Shadow's Mantle set makes Bolos and Grenades knife themed. The bolos gain a spinning knife visual, grenades look like a handful of knives or caltrops.


    Nothing that would require completely new visual assets, but just taking some existing elements (like the spiders, like the thrown knives) and giving full 6 piece sets a little visual flair on skill use.

    Posted in: Diablo III General Discussion
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    posted a message on Implications of the +Elemental Damage to Sycophants

    Testing just seems to confirm that the FSs ignore the CoE when spawning. Nevermind y'all. -)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Implications of the +Elemental Damage to Sycophants

    No, the thing is that, if the tool tip is correct, every single FS spawned would have the 150-200% bonus, since the element doesn't matter. The damage increases by your highest type. It makes no mention of FS dealing any elemental type, just that they get your biggest bonus. If your biggest bonus is 150-200%, then that's the extra damage they would do, regardless of what the actual element CoE was on at the time.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Implications of the +Elemental Damage to Sycophants
    • Fetish Sycophants damage is now increased by your highest elemental damage type at the time of summoning

    So...wow. As if FS wasn't already an amazing passive.

    Now, the main question I have is how is this going to interact with the Convention of the Elements ring? It doesn't say that it deals the same damage as your highest Elemental type, just that the damage increases.

    If the tooltip is correct, it seems that the CoE will vie for a ring slot for FS Witch Doctors.

    What do you guys think?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Debo's "The 24 Hour Witch Doctor"

    >Rhen'ho Flayer 7.04%


    I have an SMK, two Int Furnaces, literally every other piece of WD gear that exists, and I've NEVER seen a Rhen'ho Flayer.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on A "New" Crusader Set

    I would probably do something like this.

    (2) Set: Thorns now deals damage in 15 yd radius. Your pets benefit from your thorns.


    (4) Set: Thorns damage is increased by 100%, gains the elemental type of your highest elemental damage percentage, and can crit.


    (6) Set: Your spenders taunt enemies for 3 seconds. Taunted enemies take 500% damage from thorns, and all your primary skills.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on New Sets - New Inventory Management?

    I would really like it if you put together Costumes of pieces and save them to a tab so you can re-equip them all. Like how Kingdom of Loathing does it.

    Posted in: Diablo III General Discussion
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    posted a message on Monster Affix Poll
    Quote from Ashy_Larry»
    i die the most from disconnects... just last night i lost my hardcore condemn crusader because for some reason blizz made this game online only... i teleported to fields of misery from town, and after like 2.5 minutes of loading, my screen changes to a disconnect, and for once the key warden was right next to the waypoint... i go back to menus to find all my hard work gone...

    It baffles me as to why anyone would play hardcore when lag and disconnects are a known issue.

    Posted in: Diablo III General Discussion
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    posted a message on Possible change on Fetish Sycophants
    Helltooth needs a look before anything else changes. A radical change from what it is now. It should really make all the zombie skills work better.

    Wall of Zombies, Zombie Charger, Grasp of the Dead, Gargantuan. Zombie dogs is already good.

    Something like:

    2 Set: +500 Int

    4 Set: Grasp of the Dead permanently surrounds and moves with you.

    6 Set: If Wall of Zombies gains the effect of all runes and when Wall of Zombies is active, Zombie Charger costs 0 Mana and does double damage.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Stash Space Problem Solved (Video)
    This is the first video from MHG that has not only been unhelpful but displays a certain degree of distance from how most people play the game. The "anything but an ancient is garbage" attitude is not something that most people with jobs can afford to have. If you're playing multiple characters, the amount in stash for different builds (set items + complimentary legendaries) just isn't enough.
    Posted in: Diablo III General Discussion
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    posted a message on What if....we could choose 2 runes for one spell?

    Quote from OneEyedSmiley»
    I think something like this should be attached to sets or legendaries. Which they frequently already are. No need to change that up, I think. There are some obvious things they could do this with, mostly cases where one rune is commonly regarded as a no-brainer, or only eschewed in very specific builds. For example, some WD boots that applied Jaunt to Spirit Walk, or a fetish that applies Slam Dance to BBV. Stuff where there's basically no choice in runes, since one is vastly better, and applying that rune automatically so the other choices open up.
    This is true. Sadly, for some of the skills, the other runes are so far outclassed that it wouldn't be worth the item slot to get another rune. BBV is a pretty good example, as the others runes are pretty sad. I was recently playing with another WD, and we wanted our BBV's to stack, so Iooked for another rune to use..... and we just decided to stagger them instead, since slam dance is just that much better. I guess in that case you end up with the one that increases duration (especially without SMK).

    For something like Spirit walk though, having Jaunt on an item would be pretty awesome.

    In most cases, there are just too many skills where one rune is really good, and the others aren't really that attractive even when the really good one is given to you for free.
    For BBV, I've had some fun using the Mana one. It allows you to spam stuff to a ridiculous degree, but the trade off just isn't worth it for 30% damage.
    Posted in: Diablo III General Discussion
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    posted a message on What if....we could choose 2 runes for one spell?
    I think something like this should be attached to sets or legendaries. Which they frequently already are. No need to change that up, I think. There are some obvious things they could do this with, mostly cases where one rune is commonly regarded as a no-brainer, or only eschewed in very specific builds. For example, some WD boots that applied Jaunt to Spirit Walk, or a fetish that applies Slam Dance to BBV. Stuff where there's basically no choice in runes, since one is vastly better, and applying that rune automatically so the other choices open up.
    Posted in: Diablo III General Discussion
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    posted a message on Mats Goblin - Puzzle Ring re-work
    +1 to this.
    Posted in: Diablo III General Discussion
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