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    posted a message on Concerned Diablo Fan!

    Look at the Blizzcon map Diablo III is confined to a small booth in a back corner of the event. Doesn't look promising...

    Posted in: Diablo III General Discussion
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)

    Is this Sc or HC?

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)
    Quote from Alka»

    max disc if on the low side


    The bow he posted has the highest discipline roll it can have.


    Roll the socket to AS.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on New consumable idea

    A gift for jewelry

    Posted in: Diablo III General Discussion
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    posted a message on wtf?!?! plvl req for torment difficulties...

    The level requirements are great and 70 for TVII is perfect. THe plvl req should be higher but it is a great start.

    Posted in: Diablo III General Discussion
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    posted a message on Idea for a Rapid Fire Demon Hunter

    Definitely agree with the initial cost and I tried addressing with the set bonus but your idea is much better. The issue of ST would help with Velocity being armed. The rockets from Vengeance and Fire Support rune would help with multiple target damage. Agreed though RF is better ST but I think I put in enough to help with the ST issue.


    With 4 piece bonus I presented you could get 500% from your generators plus depth diggers in the cube and possibly simplicities strength with Bastion's will and you could use Evasive Fire - Covering Fire (I presented the shoulders for this problem) rune and really get a decent amount of damage when not channeling. It would probably take a rework of the time like maybe 167% damage that stacks up to 3 times every second of channeling or 250% 2 times. It would have to be tested to find the balance.


    I agree RF definitely is not the showcase skill but ramping up generators and making vengeances uptime viable a really good build could come from this.


    I was just thinking about a Shadow's Mantle rework and this came to mind. It would need testing to tweak the nuances but I think it could be viable.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Idea for a Rapid Fire Demon Hunter

    That is why shadow discipline gaining the effect of all rune is good because you get gloom and increased life regen. Also the new bracers in 2.3, Wraps of Clarity, provide up to 35% damage reduction combined with Glooms 35% damage reduction plus the 32k life per hit from the blood moon rune, plus the 30% IAS from the set to increase the hits, and the 80% slow effect from the night bane rune and 30% increased movement speed from the shadow glide rune the set would have solid defense. With the Well of Darkness rune the cost is reduced 10 to increase up time I feel the survivability is enough.


    I don't think more defense would be necessary but testing would have to be done. If more were needed a tweak to one of the Vengeance runes could be a possibility. The Side Cannons rune provides 3% healing per enemy hit with the side cannons. We could tweak that rune to provide 1.5% healing and add .5% damage reduction per enemy hit. Then it is not overpowered because no rockets and it is an option for defense for players that feel they need more defense.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Idea for a Rapid Fire Demon Hunter

    So I think vengeance and rapid fire could be the next big DH upgrade. WE already have the wohjinni and would really love to take advantage of it. Shadow's Mantle could really use a rework. Rapid fire is a tough build because of staying stationary but a few tweaks could really put rapid fire at the top. Here are my ideas:

    Add a few pieces to The Shadow's Mantle and change the set bonuses.

    Helmet
    - The Shadow's Mask
    - Rolls Dexterity & Socket
    - 4 Random Magic Properties

    Shoulder
    - The Shadow's Advocate
    - Rolls Dexterity & CDR
    - 4 Random Magic Properties

    Quiver
    - The Shadow's Tremor
    - Rolls Dex, AS, and 20-25% RF damage
    - 5 Random Magic Properties

    2 Piece Bonus
    - Reduce the cool down of Vengeance by 9 seconds for every second of channeling rapid fire stacks up to 5 times.
    - Shadow Power gains the effect of every rune.
    4 Piece Bonus
    - Primary skills that generate resources have 100% increased damage for 10 seconds after channeling rapid fire. This effect stacks up to 5 times for every second of channeling rapid fire.
    6 Piece Bonus
    - While Vengeance is active increase rapid fires attack speed by 30% and damage by 500%. For every second channeling rapid fire reduce the initial hatred cost by 5. Stacks up to 4 times.

    A few items to compliment the Shadow Mantle rework.

    Sin Seekers
    - Rolls Dex, AS, & CHC
    - 4 Random Magic Properties
    - Rapid fire gains the effect of the High Velocity rune

    New Shoulders
    - Rolls Dex & AR
    - 4 Random Magic Properties
    - Primary skills that generate resources now generate 7 hatred and 1 discipline


    Just an idea. With the new belt and bracers in 2.3 this build could up well and offer some great damage. Would be fun to play.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [PTR 2.3] Comprehensive DH Feedback

    Odyssey's end should be 50-65% with a 5% AS boost per enemy ensnared. Another possibility is have it work to where enemies over 70-80% health take 100% damage.


    I like the generators idea. I would like to see a set that utilizes generators bow/xbow + quiver. Maybe let hunger arrow fire 3 arrows and entangling shot now ensnares 6 enemies. Evasive fire gains the effect of all runes would be cool. And generators should be a flat return 5 is a good start maybe 5.5. Also more defensive generator runes is an excellent idea.


    Multishot should fire rockets. Take the arsenal rune and apply it to multishot. Rockets are to powerful not to use so just making multishot fire rockets would really help the multishot problem. Make the base effect of multishot arsenal and then tweak the runes. The arsenal rune could launch cluster grenades.


    I would like to see a grenade comeback and reworking the grenades passive would help. A possible rework to the passive would be to increase grenade damage by 40-50% and only increase the radius by 5%. Remove the on death grenade and offer a chance to launch a cluster grenade on attack also the passive would have no effect on primary skills that generate resources.


    With this new patch there is so much possibility with the DH and they didn't give us much. I have no problem with that because most likely 2.4 is going be a nice upgrade the DH.

    Posted in: Demon Hunter: The Dreadlands
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