• 0

    posted a message on Monkey King's Garb - Does it work with anything but WoL?

    It's really disruptive when SW falls off if you go with only a spender as damage. SW cost spirit to reactivate which means you've to wait. It also becomes quite mandatory to have Kyos so you can regen stacks at all since attacking would consume a stack. I just think the set mechanics are a bit flawed and could be improved.


    I'm also talking about live, not PTR so if they've changed something in there (which I think not) I might have missed it.

    Quote from Jelloslock»

    Fire LTK works fine in melee range. For bosses you just have to run out and generate stacks for a few sec every now and then. It did like 5 diff 96s before it got nerfed to 300% and now its doing 91 with 300%.

    How do you manage in groups? You simply dash out and regen SW stacks? And are you using Vengeful?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Monkey King's Garb - Does it work with anything but WoL?

    Hola!


    I've been experimenting some with the monk set Monkey King's Garb (aka Sunwuko). I think it's a weird set due to consuming Sweeping Wind to do damage. Even with the belt Kyoshiro's Soul (Sweeping Wind gains 2 stacks every second it does not deal damage to any enemies) and the fist weapon Vengeful Wind (Increases the maximum stack count of Sweeping Wind by 6–7) you beat the regen of SW due to Rivera Dancers (Lashing Tail Kick attacks 50% faster and deals 250–300% increased damage) when using Lashing Tail Kick and you run out of SW, and that's when using the rune Spinning Flame Kick (Hurl a column of fire that burns through enemies, causing 755% weapon damage as Fire to each enemy it strikes). Without any enemy in range of SW.


    What's even harder is to make a melee build since you'll constantly be in SW damage range which makes Kyos redundant. Have anyone any tips?


    I wouldn't mind the consume part if SW lasted until cancel instead of until your stacks run out, so that you don't have to reactivate it all the time. When no stacks were left you'd have to crit to reactivate it and generate a stack.

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Conquest - some advice please

    Ah, finally found the Cursed Chest in Drowning. Were no problem almost failed due to having to much attack speed which made sweeping wind fall off, twice... some precious seconds wasted without noticing.


    I guess I just needed some motivation. Thank you!

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Conquest - some advice please

    Cheers for some pep talk and good advices. Also, sorry about duplicated thread in that case!


    I've done On a Good Day and did Speed Demon while speeding through a public rift, just when I saw the density I just went ham and guess one or two others did as well.


    My b-tag is Zephire#2318 though I do switch gear quite a lot since I enjoy creating goofy builds. I don't really believe in myself so the most tiny obstacle makes me wanna quite since I'm not "capable", which is stupid.


    Also, I'm a solo player when it comes to conquests.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Conquest - some advice please

    Yo!


    I'm playing softcore and I'm super stressed because I've not done three conquests yet. I want to do the "Curses!". However, besides lack of time, I can't find a decent chest for my WoL monk. I've heard that the one in act5 (drowning something) should be great. Seems to be a pain searching for though. It's a HUGE area to cover and with few elites/champs Ingeom has a low up time.


    I'd also love to do gr75 but I don't currently have the gear it seems. I don't do nearly enough damage. This means I have to farm for better gear but that might take time and I'm not sure I have that time before the next season.


    I might just be too stressed to think straight but can you throw me some advice, please? Any other chest doable with a WoL setup which managed at least gr70 in like 10 min? Or any other tip would be great!

    Posted in: Diablo III General Discussion
  • 3

    posted a message on Why people are so obsessed with COSMETICS?

    Fantasy.


    You're your character. If you imagine him/her as a stealthy assassin then you don't want to run around in massive full plate armour. You'd most likely go for something light and simple. If you don't care then fine. This is actually a system you don't have to use. You could also ask team mates not to use wings/pets if you feel those things creates too much lag when progressing.


    To some, design is important, to others functionality is enough. In fact, you could run around with a sticky figure fighting sticky monsters in a low graphic world. Items could just be stat boosters. No visual effect what so ever. No shiny stuff nothing. It would work and you'd most likely would not care. Maybe this would even make you happy if it reduced lag/what not which has a negative effect on progression. Which is fine.


    Diablo 3 (and most other games) isn't only designed to be effective and performance wise super great. They're designed to look appealing and in those boundary's perform well.


    I love transmorging. To me its equally important how the character looks as it is how it performs. That's the way I play. Luckily for you, cosmetics have nothing to do with progression and as said, you could just ignore it. It do have huge value for other people though.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on What are the benefits of Season 6.?

    The benefit of having a clean slate and new found excitement :) Besides what you already wrote.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on New player completely overwhelmed

    How exciting! If you've problem understanding words then the Urban Dictionary could be useful, which you'll find here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/30729-diablo-iii-urban-dictionary


    I wish you the best of luck! :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Why is LoN designed as it is?
    Quote from AtACarnivorus»

    The biggest problem is, that no matter what set you choose to play, you have to add some 99% required items to work in end-game. Like weapons, off-hands, belts and so on.


    As soon as you vary from those required items your build looses effectivity. There are a few cases where you can replace an item with another but in most cases it lowers the overall performance. Example: WD. Try to play HT w/o Sacred Harvester. It does work but you instantly become squishy as hell as you loose 5 stacks of soul harvest (which is 30% dmg reduction). So here is the point where Blizzard has to step in and design viable alternatives. Of course not a 100% duplicate but a weapon which compensates this effect. Or a combination of items to gain even more possibilities.


    Looking at LoN I feel it's good as it is. It's meant to be a goal to reach besides playing a set. 2.4.1 brings some buffs to some sets which make LoN less interesting to play (WDs will go HT - again) and that is maybe the wrong approach.

    My thought exactly!

    OP:
    You've a good point. Would be much more fun to roll with a LoN build when hunting for ancients. You could shift the build according to items you find while hunting. Instead those two rings only collect dust in the stash until you've the right items which could take a long time depending on how much you play :/
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Am I doing this right?

    You're doing it right if you're playing what you enjoy. To spice it up I would suggest that you try push for as highest greater rift level you can manage and also aim to clear torment 10 rifts in under 3 minutes.


    If you're playing hardcore then be cautious, it's risky to push and if you die you lose everything your character and its followers have equipped. However, if you're playing softcore then you can risk as much as you want since you don't die permanently. Try stuff!

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Items with flat percent increase to skill X damage

    Should it be 1200% * 150% * 150% * 30% * 150-250% => 13 * 2,5 * 2,5 * 1,3 * 2,5 to 3,5?


    I'm sorry, I don't really understand when to use additive and multiplicative percent. LoN gives 100% +..+ 100% or 100% *..* 100%?


    LoN Crusader uses their thorns damage to increase their bombardment damage along with the weapon The Mortal Drama which doubles the amount of bombardments, aka, doubles bombardment damage. Add to this how tanky they become when ignoring CHC and CHD while thorns being a secondary affix which is also increased by Iron Skin. I think that's about the same as my WoL example. The Crusader have plenty of ways to increase bombardment while still maintaining Strength as main stat.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Items with flat percent increase to skill X damage

    Does LoN give 1300% or 1200%? Does two weapons add 100% each?


    Say you're using LoN, and WoL. You get 1200% from LoN and then 150% from head, 150% from bracer, 30% from weapon (diabo) and 150% from fist weapon (250% if fewer then four targets) to WoL's damage. This is 1880-1980% increase damage depending on the number of targets. Plus everything else you use have it's damage increased by at least 1200%, procs from items and other skills. Compare that to using generators and procs, you can increase your generators damage by 100% from pants but that's about it (not counting specific 15% skill damage rolled on gear, you can always roll that). You'd lack about 600% damage.


    If they instead didn't have the increase damage on so many items both scenarios would have about the same damage increase. I'm not saying that LoN lack builds, I'm saying that the power level of those builds is too different from one another, they should be closer and I think skill damage increase on items is at fault.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Items with flat percent increase to skill X damage

    I know Quin made a rant about this, you can find a thread about it here but since it has past almost three months since the last replay I figured we should start fresh.


    Legacy of Nightmares set were introduced in patch 2.4 which gives you 100% increase damage for every ancient item you wear, if you use no other set then LoN. This is pretty neat and gives a lot of room for experiments. However, the off pieces which increases damage of a skill by X% limits LoN's diversity.


    Take monk for example. They have bracer, head and two weapons which increase the damage of Wave of Light by loads. All of them are off pieces which makes them available to use in conjunction with LoN. The same goes for the skill Tempest Rush which has a lot of off pieces with increase damage on them. Lashing Tail Kick is another skill using off pieces to vastly up its damage.


    It's great that those skills get some love but how on earth is anything else meant to be competitive without the X% damage increase to its damage? You need to consider the fact that you more or less use one skill only when dealing damage, the rest of skills is supportive choices, like Epiphany, Mantras, Dash etcetera.


    There's also items altering how a skill works, I'm mainly thinking of Tzo Kin's Grace. This item make you able to use Wave of Light (a melee skill) on range, which is great, but it also increase WoL's damage by 125-150%. If I want to use WoL then this head is a must but it also "forces" me to be range. In short, you're unable to play with WoL as a melee skill due to this item increasing its damage by loads while making it usable from a distance.


    What the hell's my point? Well, while the percent damage made those skills more used, they overshadow everything else by a fair bit. What could be done about it? Would making more items increasing skill damage by a percent to make more skills competitive? Move the damage increase from gear to charms, legend gems for chest/pants or something like that?


    Maybe I've no valid points due to be being inexperienced but when I tried different things I always ended up using those percent damage increasing items which limits my skill choices to one.


    What say you?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Avarice Conquests in Season 5???

    I've never seen a badit shrine since they introduced them... However, others have activated and finished them in my games before I could even get there, so I might have found them later. Just want a freakin' Gilded Baron on t10 and with enough goldfind it sould be done, yes?

    Posted in: Hardcore Discussion
  • 0

    posted a message on Season 5 Set Dungeon Difficulty Equivalent?

    Monsters seem to be tuned about t4-t6 but the real difficulty comes from what you've to do.


    Recently did my monks Inna's set dungeon on mastery. The mobs melted like butter from my gr65+ geared monk so I had to improvise and downgrade my gear and cube setup, a lot. I ended up with yellow defence + cdr jewellery and gloves. Not that I needed the extra survivability but rather because I didn't want any more damage. Took me about 5 tries.


    On the other hand, with the Raiment set I figured I needed more damage so that I would oneshot every mob I dash through since the objectives is to reach a golden chest and also (for mastery) basically clear the dungeon from monsters.


    All depends on what you've to do. Don't feel down just because something seems hard with your current setup. Try looking on it from another angle. Eventually, you'll crack it and then you'll just have to grind some to perfect it :)

    Posted in: Hardcore Discussion
  • To post a comment, please or register a new account.