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    posted a message on Won Khim Lau vs. Odyn Son
    Hey guys,

    I've played a LOT of Monk and have tried out just about every weapon (haven't found Thunderfury on my Monk yet though, have 1 on my WD).

    For some context I have the following items in my stash for my Monk:

    1) Shard of Hate: ~2300 DPS, 7% Attack Speed, ~233% Weapon Damage Proc, Dex

    2) Won Khim Lau:~2200 DPS, 25% Lightning Damage, 7% Attack Speed, Dex

    3) Odyn Son:~2050 DPS, 17% Lightning Damage, 26% Proc Chance, 7% Attack Speed, No Dex

    4) Skysplitter: ~2250 DPS, 10% Proc Chance, 7% Attack Speed, Dex

    Here's my thoughts:

    In terms of end-game, the best way to scale your damage is to take advantage of Weapon Damage % effects that scale with Elemental Damage %. The 2 primary ways of doing this in the game right now are either A) Pets or B ) Item Procs.

    Essentially, it's pretty easy to get multipliers from several different parts of your gear (Ammy, Rings, Gloves, etc.), but it's actually pretty tough to increase the base damage you deal in the first place (Ability Damage, Pets, Item Procs) that will get multiplied out by all those other stats.

    I used to be really attached to my WKL because it rolled so well and I couldn't imagine how it could not be an amazing weapon, but after playing a ton and testing out the other weapons, I can safely say that WKL is honestly not that great compared to other weapons that have proc effects.

    In my experience:

    Shard of Hate > Odyn Son > Won Khim Lau

    Of course, this is all dependent on the rolls, but to be completely honest with you even my trash-tier Odyn Son (regret salvaging my Odyn Son's before they patched the proc) still outperforms my high-tier WKL by quite a bit.

    I'd really like to test out the Skysplitter proc to see how it performs (suck that mine only rolled the lowest 10% proc chance possible) and if I ever get a Thunderfury, I'd like to see how it compares as well.

    @Brown: All in all, I'd definitely recommend using your Odyn Son (reroll Vit into Socket) over any WKL.

    @SiNz: Your Fulminator roll is pretty beastly, but honestly my personal experiences with the item itself are pretty poor. The proc does not affect the main target at all so it does absolutely nothing for your primary target or in any single target situation. Despite that, I'd still probably use your Fulminator and pair it up with your Odyn Son.

    TL;DR Won Khim Lau looks awesome, but honestly it doesn't compare to the other end-game weapons because Weapon Procs that scale are OP.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Have Diablo 3 Questions? Here's Another Chance To Ask Blizzard!
    1. What PvP plans are in the making for Diablo 3? Will the game even attempt to support anything close to organized and/or competitive play?

    2. If #1, how do you guys plan on making group PvP interesting considering the fact that for the most part each class is a standalone class that does not necessarily mesh with a group (ie: no healers or supporters)? Will duels be the only place for PvP in Diablo 3?

    3. How will Diablo deal with 3rd party programs (ie: map hack)?

    4. Will "re-speccing" be allowed and how will that system work?

    5. Will there be world events or construct made to pique the interest of the entire social network of Diablo players (perhaps forcing them to band together or against each other)?

    6. Will there be a diverse selection of items viable in the end-game? Or will it follow a WoW-type paradigm where there is one end-all-be-all set for each class?

    7. How do you guys plan on balancing PvP with respect to PvE and vice versa? Will they be segregated or will you attempt to seamlessly intertwine the two (often opposing) ideals of PvE and PvP?

    8. And most importantly...can you hook me up with that internship at Blizzard? =P
    Posted in: News & Announcements
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    posted a message on Sign Up for Diablo II - Private
    Hey need something to enjoy while waiting for WoW expansion -> Diablo 3, so yeah I'm up for this.

    Battle.net Account: yoshanity
    Posted in: Diablo II
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    posted a message on Diablofans.com WWI Card Tyrael Pet Contest Winners Announcement!
    I'm pretty excited, thanks for making this happen! Anyway, kinda feel sorry for those who put in a lot of effort and got nothing, but remember our ideas go to Blizzard and, hey, having your idea even semi-implemented should be much more of an honor than anything.

    Can't wait for the prizes!

    P.S. the first line reads "There were a lot of great suggestions in our recent WWI Card Tyrael Pet Contest and Bashiok will be forwarded to the Diablo 3 team via Bashiok."

    I don't think you mean we're forwarding Bashiok to the D3 team through himself. =D The first Bashiok should probably be replaced with "they."
    Posted in: News & Announcements
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    posted a message on Diablofans - WWI Card Tyrael Pet Contest
    Concerning PvP:

    - Making Diablo finally a more team-oriented game would do wonders. Synergies between classes would make things interesting for the meta-game. Something like Diablo Battlegrounds (one idea is a unique deathmatch-CTF style game where either killing the entire other team or capping the flag would score you 1 point playing up to X amount of points or Y amount of time -- no respawns until either one team is dead or the flag is capped) would be absolutely amazing, but an arena with standardized gear (not necessarily the exact same gear - balanced variety is always a good thing) is a must in terms of competitive PvP.

    - Make sure that character buildup is interesting through both varieties of powerful itemization (ie: not just 1 be-all-end-all weapon, helmet, boots, etc. for each class) and whatever skill/talent tree implementation will be in the game. As much as people (including me) love WoW, armor is overly streamlined and the synergies between talent trees (especially the hybrid classes) are lacking which leads to a game where players hardly have to think carefully about builds. This is something I believe Diablo can easily surpass since it does not have to operate within the confines of an MMO. The bottom line here is to make sure that players are making meaningful and effective choices along the way from headgear to footwear to their first and last skill/talent points.

    - In general, competitive PvP should stray away from any grinding, etc. Any tournament-type PvP with prizes on the line should have a completely equal and level playing field for all players.

    - Separate the competitive PvP world from the regular world. Trying to focus on both at the same time can cause a lot of problems for both sides. Competitive PvP should probably be in a world of its own away from the leveling/item-gaining aspect of the game (the main server).

    - Winning on the dedicated PvP server should result in "shinies" not more powerful gear, etc. Why should someone who is already superior in skill gain an even bigger upper hand through better itemization? Rewards for PvP instead can range from achievements/trophies to titles to vanity pets to unique graphics. This is where I think imagination is definitely needed. These rewards should probably be usable on the main server as well so people can flaunt their prizes.

    - I can't say it enough, promoting a level-playing field in competitive PvP is a MUST. The current WoW Arena server is a perfect example of the competitive PvP server I'm talking about. People pay X amount of $ to enter the current tourney and then compete for the big prize.

    - World PvP areas/quests of course are always desirable. Getting people who might have never tried PvP by using quests/rewards can really make an impact and open up another world to players who may have never tried it out. Some may even take the next step and actively try to play PvP competitively which is both fun for the players and success for the devs.

    Concerning Trading:

    - Make the game as scam-less as possible. For instance, when trading in Diablo 2 it was easy to trick someone by replacing a bow such as Windforce with a regular Hydra Bow since they looked EXACTLY the same unless you hovered over the item. Keeping a running tab to the side of the trade screen could be a good idea (list current items up for trade from both players). This would definitely help out newer players and not discourage them from trading.

    - Give the players better ways to advertise trades. Honestly having chaotic trade channels with massive spam is not the way to do it. Whatever the new battle.net has in store for us, I hope it can cater to situations such as these. A dedicated, easy-to-access trade forum could do wonders. There were many sites for Diablo 2 where trading/auctioning could go down that were very reminiscent of the way E-Bay works in terms of repuation (scammers will be shunned) which was definitely a great thing. It also builds awesome social networks.

    - Make sure there is a standard (perhaps gold perhaps not) for trading. Although the fluctuation of the trading standards (from SoJs to Runes, etc.) was fun, it definitely discouraged new players from entering the trading fray. Meaningful currency can go a long way to making trading even more fun.

    - Making trading easy to get into and accessible is the biggest thing I believe. Perhaps even weave in mini-sidequests that relate to trading (ie: Mission Objective: Successfully put up a unique weapon and have someone buy it out on the auction house) that will reward players for taking part in the player economy.


    *** Most important of ALL, make the game hack-free. Whether it takes subscriptions or whatever everyone wants to play a legit game.
    Posted in: News & Announcements
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