Quote from Kblavkalash
Either way game is easy and boring, so if they buff classes even more it will be ridiculous.
Maybe for the guys who can play 5+ hours a day, it's certainly not ridiculously easy for me.
Quote from Kblavkalash
Either way game is easy and boring, so if they buff classes even more it will be ridiculous.
Quote from Rolandten
Assumption A: This is about the only thing you wrote that I partially agree with based on the information that we have now. With the number of skills available, as it currently stands, and the ability to use only 7 of them at any given time, specialization only makes sense. Yet I believe that you are wrong in your assumption that each character will have only one dominant skill. That is too much like D2 in playability. If Blizzard is smart, they should make skill combinations for each character and not just the monk (if I remembered that tidbit correctly.) This will reward the player for skill (luck in the beginning) for design and usage of his character. There may be many different ways to play the same character (though, concededly, there is usually an uber one that everyone ascribes to) and play that character well. The skill tree really isn't a tree any longer, but a set of skills. Which 7 skill set will be the one that dominates a character design will take time to discover, if there is one at all.
Quote from "luc1027" »I'm totally agree !!!
Power up some skill that useless,
Too many skill are good with only 1 point, and be stupid to put more in it.
Too many skill are useless no matter how you put point in it.
-static : euuuh it's the most powerful skill of the game unlock at level 6 ? add points in it and only the radius increase ?
-resists : you rarely need more resist...
-vigor : 1 point is just useful, more point in it is a waste of point except for synergies.
...
Firebolt vs Fireball
why firebolt have less damage when it doesn't make area damage ?
I'm so desperate when I analysis the balance and the logic of d2 !
I don't understand the logic of game designer ! maybe they just don't balance this part before release the game.
Sometime I don't understand how d2 was so polpular, when the game is so unbalanced.
Quote from cherd »
If gold were auto pick up, then there would be no sense of gold dropping from monsters. It would become a quantity that simply increases by killing things. It would be kinda like experience, except gold would be spendable.
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Bear in mind that the slight boost to attack speed from the Pig Sticker is probably quite minimal in terms of what you can actually achieve in the build. You'll probably get more benefit from augmenting an ancient item or two and using a hack than simply changing weapon from hack to pig sticker.
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For speed runs I've been using a Swiftmount as my main weapon, then an In-Geom in the cube for further cooldown reduction.
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If you have a PL 100 Barb, then you gain nothing by levelling it more, and you need to use another class to make any future gains for the new expansion.
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I assumed the characters shared stats, but that would simply mean resetting and re-tweaking when you change characters.
As for the infinite levels, I assume the Core/Attack/Defense stats will have caps on them (the 50 for each core as shown) but the Utility Stats (at least some of them) being infinite (Magic Find, Gold Find) so once you've maxed out all your stats, you can still have gains from increasing your paragon level, but if you're going from 500% to 501% gold/magic find, then obviously it's very diminishing returns.
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For that reason I assume it will be done by total Paragon Levels. If/when they announce this, it will encourage people to get each slot of 10 characters to roughly the same Paragon Level, because of the diminishing returns.
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Or, is the infernal helm a mod to any helmet you are wearing that gives +xp?
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The below tables assume that a player is not wearing any +XP% gear.
Running at Monster Power 7 with 4 players gives you more experience than previously running Monster Power 10.
MP7 (4 player) 1253x2.5 = 3132.5% Monster Health
MP10 (Single Player) = 3439% Monster Health
If you spend most of your time running at 5 NV stacks, then it is much better to team up with more players (for a pure experience point of view, completely ignoring the fact that monsters become relatively easier, and the bonuses to MF and GF)
I'm unsure as to whether this multiplicative bonus applies to gear you are wearing as well. If it does, all the better for XP grinding, if not, then a 31% gem in the helm makes a relatively smaller amount of difference.
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Monster Power XP 1 Player XP 4player Monster Health 1 Player Monster Health4 player Magic Find 1 Player Magic Find 4 Player
MP 1 1.25 162.50% 1.5 3.75 1.25 1.55
MP 2 1.50 195.00% 2.25 5.625 1.5 1.8
MP 3 1.80 234.00% 3.26 8.15 1.75 2.05
MP 4 1.01 131.56% 4.57 11.425 2 2.3
MP 5 2.65 344.50% 6.39 15.975 2.25 2.55
MP 6 3.15 409.50% 8.95 22.375 2.5 2.8
MP 7 3.75 487.50% 12.53 31.325 2.75 3.05
MP 8 4.40 572.00% 17.55 43.875 3 3.3
MP 9 5.20 676.00% 24.57 61.425 3.25 3.55
MP 10 6.10 793.00% 34.39 85.975 3.5 3.8
Taking the health out of the data gives the following graph (With health values being so high it makes the other values indistinguishable)
The magic find bonuses are constant
Most notably, doing 4 player runs of 1 monster power, always gives you more XP AND more magic find, than going up to the next monster power solo. Ignoring monster health (which is pointless because you need to factor that in) it is always better to do 4 player assuming you can.
When it comes to monster health, 4 player on 1 monster power gives monsters 1.6 to 1.8 times more health than going single player on the next monster power (MH4player [MP] / MH1Player [MP+1])
If you deal the same amount of damage, you can afford the other 3 players to be 55.5-60% of your ability (each), and you should clear at exactly the same speed, whilst gaining more XP, and having more Magic Find and Gold Find.
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
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I wanted to start farming MP1 (for consistency across acts) with as much MF as possible, going through as quickly as possible. I originally started to go with high int/vit as a build, without going for Crit, but after much testing it's a lot more efficient to go with a crit build.
The whole idea behind this build is to simply slay through mobs and travel as quickly as possible, using Grave Injustice to assist with this.
Passive Skills:
Pierce the Veil
Grave Injustice - Whenever an enemy dies within 8 yards, regain 2% of your maximum Life and Mana and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.
Gruesome Feast
Active Skills:
LMB: Firebomb (Ghost Bomb)
RMB:Zombie Charger (Zombie Bears)
1:Spirit Walk (Jaunt)
2: Soul Harvest (Swallow your soul)
3: Zombie Dogs (Life Link)
4: Gargantuan (Humangoid)
With Grave Injustice, you can travel really quickly between packs, and depending on your gear you kill really really quickly. I've got a cheap build going so I don't have much survivability. Because you use Zombie Bears a lot you want to be regaining mana as much as possible. Using a Thing of the Deep you have a 28 yard effect for grave injustice which helps, but Gruesome Feast helps with this as well.
Because you slaughter enemies really quickly, your Spirit Walk takes much less than 12 seconds to reset (15 -3 that it is active for). Using Soul Harvest to also regain mana (and deal loads more damage) is also great.
How much MF you need depends on what Paragon Level you are, so you can trade out gear as you need it.
For this build, the key item is a one handed weapon with high crit damage and a socket. Most likely everyone has one of these. Mine is a 875 dps sword with 83% Crit damage and a 100% emerald socketed. It also has 197 INT (got very lucky with this)
For the item slots which can have Critical Hit Chance, you want to get as close to maximum as possible with these, and get some MF on them.
For all other gear, you're looking for 3 key stats. Magic Find, All Resistance, and Vitality. Depending on your weapon
The two exceptions for gear are the Helmet and the Off-Hand. For the Helmet, search for a Zunimassa's Mask with MF. They are very cheap (I picked one up for less than 50K gold) and the boost to Maximum Mana is great.
For the off-hand, search for a Thing of the Deep with Magic Find. The 20 yard pickup radius is key, and worth the 1.5% sacrifice in Critical Hit Chance.
I wish I had a video, because I clean through packs really quickly, and having 395% MF on MP1 with 5 NV stacks is pretty sweet.
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I'm not really sure where I can improve upon. I know my Belt and Chest aren't that flash, and I'm trying to get a couple of rings off the AH to boost my Crit Chance to 6% on each, but I'm just not sure if it's the build I'm using, but I would like to think with my weapon I should be dealing more damage than I currently am.
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