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    posted a message on Need fundamentals of high rift pushing

    Unfortunately not really. The best way to learn is to do, but you can watch streams of D3 players, I'd suggest those whose builds you're copying. As to answering your questions, timing and synergy is everything. You and your Crusader should be communicating about when/where they are in their rotation, how much defence/support you can provide for how long, and what the next leg of the rift looks like. As a support barb, you're job is to scout ahead, grouping, and giving defence, in that order. Basically, you start the rift, and you start grouping, remembering that AS-RF is a pull that pulls behind you, meaning you have to get a bit more familiar with maps before you can pull like an expert. Ground Stomp needs to be used away from the mobs you're trying to pull, if you use it in the middle of a pack, they get stunned, but not pulled.

    To sort of TL;DR, As the zBarb, you want to stack mobs, provide your defensive buffs, and move on while the Sader kills the pack. Communication is key though, as your Sader can ask you to come back for help, or skip to move past troublesome affixes/mob types.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Templar BiS Weapon

    What? There is no BiS follower weapon. Depending on build and class, a lot of people have more issues with the Grift clear than the RG. Rathma Necro? RG is easy, clearing the trash isn't really that hard either, but it's much more dangerous than the RG. However, I will point out that RG kills at 90 average at about 10-15 seconds. It takes 8-10 minutes to clear to the RG though. So where does the importance lie?

    I'll also point out that there are different builds for followers, like The Tormentor and Overwhelming Desire vs. Sultan of the Blinding Sand and Ess of Johan for the Enchantress. There's even a RG killing Templar build that focuses more on Bul-Katho's Wedding Band and elite damage affix. Saying a chance to freeze at 20% isn't always "the best" option would be an understatement.

    Posted in: Diablo III General Discussion
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    posted a message on GRift Farming

    The key to your question is understanding the answer you've been given.

    "Farm as high as you can in under 5 minutes"

    Why as high as possible in under 5 minutes? 5 minutes is an estimate or a limit value, based on a lot of math that basically predicts the amount of Grifts per hour you'll run. Remember, the guys and gals that put out these videos/statements, are the ones playing for 7-12 hours a day, and the point is to maximize their rewards for time investment. Assuming of course that you'll spend approx 10 minutes per hour, upgrading gems, in town and doing all the rum drum stuff you do outside of Grifts (including bathroom/smoke/food breaks) if you Farm 75's in 5 minutes, you'll run an average of 10-11 Grifts per hour. If you increase the difficulty to 80, but see an increase of average Grift time to 6 minutes, you'll run 10 Grifts per hour, without taking any kind of break or assuming for town or gems, lowering your average to 9 Grifts per hour. As you can see, less Grifts means less legendaries and less experience.

    "But I increased the difficulty, doesn't that count for the experience and legendaries?" Not really. After you've run your solo 70, any legendary can be a Primal, meaning more legendaries, more chances.

    "That didn't answer my question." Don't rush me here, the increase of difficulty doesn't mean an increase in legendary drops, it does in a way, but only after 5-7 Grift levels. That means you can run a Grift 10 and get 1 legendary, and then run a 16 and still only get 1 legendary. You could run a 25 and get 3-4, and then run a 30 and get 3. There is no predetermined drop levels, just better chances. So the faster you run, the better chances you have.

    "So what if I turn down the difficulty, and run at 3-4 minutes?" That's always possible, but then you're averaging approx 18 Grifts per hour, but without the increased experience and drop chances. Also, that's a lot of keys to burn in an hour. Lowers your overall gem levels as well, as 1% does happen, and running 75's still gives you a 1% chance to 90. 70's have a 0% chance. It's all about finding that balance, and making it work for you instead of against you.

    Posted in: Diablo III General Discussion
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    posted a message on Having trouble pushing GR70+ Tal/Vyr Wiz

    Hi there, I took a look at your profile here, and it seems like you're problem isn't that you lack damage or that you have to much CDR, but that you have approx 400k total Life, generally speaking even with Force Armour and Deflection, you're basically going to take 3 hits and die. The bigger your health pool, the bigger your shields/absorbs.

    Also, I see your follower has no items equipped. Your follower is a huge part of your solo pushing as it can add 85% raw damage, and give you more procs on Mandald while also CCing mobs for you, giving you more survivability.

    Skills - Swap Frozen Mist for Blizzard - Snowbound. It's a spender which means it contributes to Obsidian for reducing the CD on Archon, while also giving you a quick CC on mobs that could potentially kill you (leaping mobs).

    Items - Gamble Rings and hope for a better Mandald, and reroll regen on your belt to %Life.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Bounty Farming Builds In Season 12?

    I would say Monk would be a decent start. Like I said, meta predictions are always a bit tricky, and it has the potential to shift mid season. Monk always has something going for it though, which makes it a great class every season, but only if you're willing and able to fill the required role. Support Monk has changed from a puller to a pull healer and back to a buff machine, so while it's easy to say you can always fill a support role, it's not always the easiest thing to do. I'd say your best bet is going either Monk, Barb, or Wizard, as they all have huge damage builds now and also have support roles that fit well into meta predictions, given that you don't have the Necro pack.

    Posted in: Diablo III General Discussion
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    posted a message on Bounty Farming Builds In Season 12?
    Quote from BlackcurseLT»

    hey man, any idea if monk is a good pick for season 12? any prediction on whether it will be used in speed runs or will it fall back to rat runs again?

    Meta predictions are always tricky, but the monk is pretty trusty as it brings a lot to the table in terms of group play. Also your Gift for the season is the Ulianna's set, so that's a pretty good start providing you find the right Cube items/weapons for the build itself (currently pushing into 88's without many ancients, and low paragons). That said, the support monk will most likely have a spot to fill when the meta gets settled. Something tells me people will be shocked, and amazed by the craziness that 2.6.1 brings to us. Current prediction on Speed Runs: 3 DPS, 1 Support.
    Posted in: Diablo III General Discussion
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    posted a message on Bounty Farming Builds In Season 12?

    Honestly, it depends on what you're looking for, if it's just a build for bounties or overall a strong single character.

    The IK barb won't be a terrible start. Not only will you be working towards a meta build (possibly, but let's face it, Supp Barb will always have a place somewhere) but it can also weave in the Sage's set for faster early DB farming, and still has insane solo push. Overall, I think Barb has season 12 tied up, outside not being in the projected meta.

    Trag Necro isn't terrible either and leads to a projected meta spot, coupled with the zNecro speed support build, makes it also a great selection to get started with.

    DH, would be the build I would go for if it was just for bounties and nothing else. Without trying to sound like I'm bagging on it, UE DH would be the best torment/low GR farmer of S12, but without a meta, or support build, it won't see much in terms of higher GRs/Speed runs, projected, anyways ;)

    Posted in: Diablo III General Discussion
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    posted a message on Using 2H swords for high end rifts

    Mostly no. Simply because of the amount of stats you gain from an off-hand. 10% CHC(0% depending on weapon ofc), 18% CDR(10%), 44% AD(24%), in addition to the fact that off-hands also come with a base damage increase, meaning you don't actually lose that much raw damage from the 1H/OH than the 2H.

    In regards to Necro builds, I'm sure a few *could* use a well rolled Shadowhook instead of a 1H/OH, but you'd get more out of the 1H/OH than just the Shadowhook.

    Posted in: Diablo III General Discussion
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    posted a message on "It's a busy day for Blizzard Services!"

    The simplest answer is they are being DDoS attacked at the moment.

    Posted in: Technical Support
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    posted a message on Can't believe it

    .... Or playing on Xbox360 console. The older versions of the game that haven't been updated on console are still playable offline, and thus don't have things like updated set bonuses and if you just bought it without updating it, your edition doesn't have Greater Rifts. Update/Install and try again.

    Posted in: Diablo III General Discussion
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    posted a message on Blizzard is ramping up efforts, yet another Banwave on US Servers

    HOLY THUD THREADS BATMAN! What happened, were you all sleeping for the whole season? Thud and botting go unchecked for months at a time, but Blizzard doesn't have the resources to fight it. Don't expect much to change, but expect to get a ban for using either. Weirdly enough though, they are retroactive in that, you can't see Gaby's famous DH clear way back ;)

    Posted in: Diablo III General Discussion
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    posted a message on Lack of devs responses on PTR...
    Quote from SpecKROELLchen»

    Well it seems like you did not read my post at all but just quoted it. I said we are asking for small changes, NOT game fixing changes. I am fine that diablo is a game that i played the first 2 weeks a season for many people (or lets say i accepted it a year ago).

    I also played D1 and D2 as well, but please.. D2 came out at a total different time. Imagine the possibility to look up the number one build after the first few days and just copying it...But please lets not speak about that.

    What we are talking about here are small changes, that can bring motivation to farm longer, again NO complete gamechanging patches.

    We ask for small meta adjustments to have some rotations or better balance.

    Correct me if I'm wrong here, but what you are proposing are in fact game changing changes. Assimilating difficulties? I get that the difference between Normal and Hard is almost non-existant at max level, but it the leveling process it's a substantial increase per level. Take that into account and you come to realize that it's not just that you skip torment 1-2-3-4-5, but why you skip them. It's experience/loot vs kill time. Generally speaking, most builds have an item or two that can and will push them above and beyond T6 very easily. However, that's not true of T8-10, because not every build can clear T8-10 efficiently. Take Sage's builds that for the most part are T8-10 capable, and a few (mostly Wizard) that can push T13 fairly well. The proposed method would actually force those builds down to T6 or cause them to be less efficient, thus creating more cookie cutter builds.

    I think the lack of concept is evident here, with a side of whining about Devs not talking to us about changes they're making in 2.5. How exactly though, can you say they don't care, when they continue to ban botters, update the site, post update news, and are working on Necro?

    People have said from the beginning, Stricken is too powerful, yet Trapped is still a mainstay in almost every build. Stricken was the answer to gem options and it clearly loses to Trapped in the long run, as having a scaling by level multiplier generally will. Also, Stricken takes forever to stack, so there's that. Stricken is also the answer to the ever scaling RG health pool that is well into the G's instead of the T's. I remember a build that used to basically gather 75-80% of a GR, and then explode the whole thing so it could fight the RG for 8 minutes to just barely beat the timer by seconds, it was a genius build, and RG strat, but it also highlighted the scaling problems that GRs had. Stricken was the answer saying 'don't worry, the more you hit things with me around, the closer they'll come to death'. Which alleviated most of that problem while creating new ones.

    Nobody forgets the Asian servers. VyrRasha's? Came from Asian servers. Helltooth/Aracyr's Firebats? Asian servers (although, this one wasn't really all that hard because it was 'replace Helltooth with Aracyr's and go') How about Support Monk/Barb, Gen Monk... Hell anything that's been meta for the past... oh... 9 seasons? Asian servers did it first. That's a real problem too. There's nobody left on the US servers who actually takes the time and puts in the effort to math this stuff out anymore. Everybody just copies what's ahead of them, and at the end of the day, somebody always tries to take credit for it. Even though it's not the "meta" build exactly, using the VyrRasha's setup and using a different Lightning Skill to proc the Mandald Heal is still the VyrRasha's build. What about changing one of the most iconic Wizard farming builds to include the Mandald Heal? Yup, still the same build, it just does more damage with it's Signature than it used to... I bet I could find 3 builds that are the exact same on here in just a few minutes, it's hilarious. The truth is though, most of them have come from the Asian servers, and most people who post guides are just decrypting the information in front of them. Except Quin69, although his voice drives me crazy and his slang is horrid, he legit deserves props for testing, building and using some of the best and most original Monk builds ever created. I think the only build he stole from the Asian servers was the Static Shock Monk that got swiftly nerfed into the ground after it crashed the servers a billion times.

    Think before you speak; do you really think that Blizz will cater to you while at the same time alienate people who play on difficulties that you're attempting to eliminate? Don't forget, a lot of the difficulties were adding to add more 'challenge' to end game players who wanted more while they were key farming because T6 just wasn't hard enough anymore. Then they kept going with that trend since the complaint was made again about T10. The simple truth is that you will never be satisfied, and to give in to every single demand immediately would be ridiculous, and wouldn't cause you to be satisfied but to find the next thing to complain about. PTR 2.5 has some major QoL changes, which should tell you that while they aren't adding anything to the game in 2.5 content wise, they do care. Even if Primals aren't what you want them to be, it still shows they care enough to add them. This isn't being spoon fed either, I realize that they'll throw D3 a bone every once and a while to keep players interested, sometimes they'll even try to pull the wool over our eyes. Fact is they care enough to try that as well, so it's not that they don't care, but where else can they go that satisfies everybody?

    Paragon Problem. Who does it affect most? Why? Possible Solutions? Pro/Con Solutions list. Repeat.
    Difficulty Settings. Who does this affect most? Why? Possible Solutions? Pro/Con Solution list. Repeat.
    You can repeat the same steps for every single problem you perceive in D3, and you'll find that 9 times out of 10 Blizzard has had one of the better solutions. An example:
    Paragon Problem. Who does this affect most? High-End players top50/class and Mid-Tier players attempting to scramble to leaderboard.

    Why? Primary Stat is the only farmable upgrade after 0.1% gear, stands to reason that in perfect gear, player with more primary stat deals more damage and therefore will be better. (Also note; can farm more paragons faster because of paragon advantage.)

    Possible Solutions?
    Paragon cap. Pro: fair and equal playing field, reduced botting. Con: an eventuality that will have the same effect as Gear capping, causing long term players to find something better to do, imbalance classes/players that prefer Maximum Resource/Vitality to Main Stat as a paragon option, After reaching Gear, Skill and Paragon caps there is no reward for playing the game.
    Reduction in Primary Stat gain. Pro: causes each paragon point to have a more impactful choice, each Cald's to mean more, and each Gear capped item to mean more. Con: not enough to cause players to shift focus, possibility of polarizing the playerbase.
    Reduction in Primary Stat weight (Primary Stat means less and Ability Skill Runes mean more). Pro: causes each ability to deal varying damage increasing diversity, less focus on just paragon farming without making it irrelevant. Con: (without changing every skill based on AS and Damage) causes more 'cookie cutter builds' in that each Skill Rune will be different and players will still choose the best and most powerful ones.
    Force all Ancient items to roll with 2 minimal stats (this was actually suggested by a player once) Pro: Nothing. Con: Everything.
    Increase legendary affixes to dwarf paragon power. Pro: Items have more relevance, paragon farming not as effective as item farming but not irrelevent. Con: RNG in a time frame causes disparity amongst competitors, they who get the best items wins as opposed to who uses the best items best, gear capping still possible so doesn't actually alleviate the problem.

    It's really not a complicated process. You also have to be able to discredit your ideas as well, and try to reduce the impact of the cons in the idea. It's a process, and most of this thread isn't well thought out. The OP sounds like a bad one-night stand answering machine message -sorry I have to- "Hey Bliz! Haven't heard from you in like, 2 weeks, just checkin in to make sure you're still, ya know, interested in my &^* $%$^ @##%^*&. Call me!"
    Seriously, as an avid gamer, Blizzard is probably the worst for talking to it's community (not because they don't do it, but because they do it.) They talk to the community through "Community Managers" that have about as much power to influence the game as the Admins on Diablofans do. That aside, they continue to promise things that they couldn't possibly deliver on. If anybody remembers the WoW Wrath of the Lich King promo, you'd know what I'm talking about when I say the words "Titan's Path". Was a huge selling point for WotLK, and yet it never made it, in fact it didn't make it in Mists of Pandaria, or Warlord's, and we have what's left of Titan's Path in Artifact Weapons, in Legion, a full 8 years from when it was announced in the saddest form it could have taken. Community Managers also have extremely limited information, so 99.9% of their answers to questions are just watered down crap that they absolutely have to say. "I'm not sure about that, I'll forward this information along and we'll try to get this sorted out for you shortly." -3 hours later- "Hi, how can I help you today? Oh, I'm sorry to hear that, let's see.... I can forward your information along and try and get this sorted out for you."... I'd much rather they say "I don't know. I'm not on the development team and they haven't told me the answer so I really can't answer that question." By no means am I insinuating that they don't have a tough job or that I don't respect what they do, but a straight answer is always better than the run around. Not expecting an answer, much better. The fact that Blizzard is open with the community says a lot about the image they want to convey, but it also opens the door to "is my question not good enough to get answered?" and "does my idea not have any merit?". It's a terrible place for a company that makes games to be in. It's like a popularity contest to see who gets answered and who doesn't. It causes people to be caustic for the sake of being noticed. It's created this monster that is forum trolls. I post here on Diablofans because I would never expect in a million years that Blizzard would listen to logical thought out arguments when they developed LFR in WoW and removed MMR from HotS. They have turned into the Oprah of gaming companies. You want it? You get it!! It's actually quite sad to see. Diablo, while it has some of the best lore and storyboards of all Blizzard's games, doesn't generate income. They can't think of ways to generate income that will be impactful and cause people to re-think the game they once played on Inferno to Diablo without making the game P2W. It will likely be the first of their line to fall, as WoW doesn't appear to be stopping anytime soon, Hearthstone and Overwatch appear to be amongst the top of their genres, and Starcraft still has competitive play. HotS very well may be a rip off of LoL, but it's holding it's own against it's mirror image quite well.

    TL;DR: Stop. Just stop. You're not making any sense, and people are beginning to notice. You ask for game changing changes and then say they aren't game changing. Changing the number of difficulties, 'the meta', these change the game... As it would affect about what 80% of the playerbase is playing. ;)
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 Banwave: Blizzard bans botters from US Servers finally
    Quote from FEIF81»

    Quote from Ringodk»

    Cause Blizzard need proves from pc.. Just cant kick, because u play gr70 16 hours per day

    they have to detect a 3rd party software

    Put the detecter/Warden on the guys that plays 10/h a day since season start how hard can it be :/
    10h a day isn't all that much for the competitive crowd... I'd say anything over 16h is just silly to imagine though. Take into account though, that most botters have a back up plan. That's not really the issue, glad to see Blizzard is still active on the subject, however, there should be something done about those party to the botting, for example, removal of 2 players from the 4p Rank 1 group in seasonal, how about we go ahead and just remove the clear completely? I mean, the other 2 party members were clearly gaining from the 2 botted accounts they were grouped with, why should they get to maintain their rewards? A harsher punishment outside 'this account is closed but buy a new one for $20' may go a long away in detering players from botting, and even deter other players from playing with known botters. Just a suggestion.
    Quote from Troupster»


    Hey guys, did a short writeup on the recent banwave on US D3 Servers, let me know if there's anything you'd like me to include.


    I still find it funny that this guy is so vocal about botting when he himself was banned back in Season 5 for third party software. Although I've spoken out about the need for something like Tu***H** within the core of Diablo 3, I very well know it's against the ToS, using it has a chance, even if it's small, to have my account closed, so I don't use it. It looks like, and I've talked to several people about it, an extremely useful tool in regards to information. The map hack part of it could simply vanish and it might even be considered as the first D3 mod allowed by Blizzard. Anyways! A long story short, I find it hilarious that you continue to spout non-sense about bans and how good it is for the game when you yourself were banned for the same thing. Hilarious. More to the point, your write up doesn't contain much information that wasn't already readily available to the public, but thanks for writing it. =)
    Posted in: Diablo III General Discussion
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    posted a message on Area Damage and Mandald Heal

    Hey, so after doing about 3 hours worth of testing on the PTR, I found this neat (what I'm calling a) bug. So, as we all know, Area Damage can't be proc'd off of the Mandald Heal (no procs on procs) however, strangely enough, my 20% to proc Area Damage was proccing the Mandald Heal. Can anybody else confirm or deny this?

    Test 1: Using the Hydra VyrRasha's MH with Archon Punch, dealing Mandald Heal damage to enemies at ~20yrds. (Outside the Slow Time bubble.)

    Test 2: HVRMH with Archon Beam dealing damage to enemies beside the beam ~10yrds.

    Test 3: HVRMH with Archon Explosion, dealing damage to enemies outside the Slow Time bubble.

    Please let me know if you're having the same experience, as this may well be input lag. Further testing will be done, but if this makes it live, I feel a huge nerf in the works to HVRMH in the middle of Season 10.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Lightning Hydra Wizard is the best new build for Season 10 Boss Kills

    My only issue with your video is the different RGs per class. Your CoE Wizard got the easiest one by far, while your Zodiac Wizard got hosed with the worst one. I'd retest all the specs until you can get accurate data by choosing a RG of equal strength for all classes. Obviously, this isn't how the game works, and it's a lot of time investment into testing, but I'd say Cold Snap on each of them would probably be the fairest.

    In honesty, Ember gives adds which gives Occ procs, and more CDR for the Wizard, but he also teleports around too much, he's actually one of the worst ones out there for MH Wizards now, on'y being beaten by Rime.

    Overall, I hope Hydra Wiz turns out as good as it has been. Far too long has the meta been unchanged.

    Posted in: Diablo III General Discussion
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