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    posted a message on Diablo II memories are not reality
    1- D3 feels closer to Diablo (the original) than D2 ever did.

    2- If you've ever created anything from scratch, you know that its not simple to reproduce something that already exists. Try making your dining room table from lumber. Good f'ing luck. Even if you're a carpenter, you know how precisely you have to do things in order to make something. Now try taking the idea behind that table, and making it more presentable/appealable/better. Now increase the complexity of the project by several orders of magnitude. There will be mistakes/bad ideas in such a large, complex project. These will be worked on. Blizzard has never released a product as we remember it. All of their games are crap (relatively speaking) when they are first released compared to when we stop playing them. Talk to me about how d3 and d2 compare after 3, 5 or 10 years and you might start to have ground to stand on.

    3- I still get the "ooooh, christmas!" feeling when yellows drop. When they improve legendaries, that feeling will be even stronger should one drop.

    4- So much irrational hatred. Take a chill pill, rub one out, and move on with your lives.
    Posted in: Diablo III General Discussion
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    posted a message on 2H Bow vs Crossbow?
    Quote from baron01


    Point 2 does not make sense. Attack speed will always increase DPS--at any given time or situation.
    Point 3 is also strange as it is hard to believe you can shoot 5 or 6 elemental arrows within the window of 1 second. Not realistic with current level of gear.

    For his(her?) point 2, the point was that at a constant dps, a higher ASPD means more time shooting hungering arrows. This is because you spend your hatred faster shooting EA (or whatever your spender is), which means you're empty sooner, which means you have to refill sooner. +ASPD gear does increase your dps, but their may be a point where the faster spending of hatred results in less DPS over some period of time because you're spending more time using HA than you would be with less ASPD.

    For point 3, its not that he fits in 6 shots from first hit to 1 second, its that he shoots six shots by the time the first one hits, so all the ones already in the air have 100% crit chance.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The only useful chakram: twin chakrams
    razor disk is pretty effective, and seems to hit in its transit animation (the straight line portion to the targetted area).

    haven't really gone back and tried a lot of other spenders besides EA and a bit of ST since i unlocked NT.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on 2H Bow vs Crossbow?
    from my browsing the AH, xbows seem to simply come in higher dps. I've seen 1.5k dps xbows, the highest bows i've seen were around 1.1-1.2k.

    This could just be what was available at the time, but i've checked repeatedly and it seems to hold true.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Gear to look for when starting Inferno?
    i would say that your first priority would be to get as high a dps weapon as you can afford.

    After that, you probably want dps stats, but vitality (or other survival stats) will allow you to play a little sloppier until you learn how to not get hit by everything.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Suprised with Elemental Arrow
    Quote from Xeley

    Quote from Milkfactory

    I kinda fell for the nether tentacles version:p Switched between EA with electroball, chakrams with twin rune and multishot with fire at will earlier, but now, nether tentacles. Just love how it slows, wrecks and heals, all in one shot.
    It doesn't slow.


    Nether tentacles does "weapon damage" so if he has +frost damage on his weapon (can +frost damage come from anywhere else?), it could slow for him on top of everything else. I recently started using nether tentacle and i love it.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Act 1 Inferno NV Farm Skill/Rune Choices
    it's bugging me, so:

    What do you mean by NV? non-vitality?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Questing system hard to track progress?
    checkpoints don't necessarily persevere between games. I was doing the same thing the OP was, got the 2 orbs, placed them in the recepticles, got a checkpoint, and logged off. When I logged in I had to go re-get the orbs and place them in again.
    Posted in: Diablo III General Discussion
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    posted a message on What builds are you using?
    This build got me through normal solo:

    http://us.battle.net/d3/en/calculator/demon-hunter#aiQYTd!Yae!aZaaZZ


    This is the build I'm running through nightmare with friends with:

    http://us.battle.net/d3/en/calculator/demon-hunter#bRijTX!Yce!bZZaZZ

    Have recently started experimenting with other runes/abilities that I haven't tried much or at all.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on n-Depth look at Hungering Arrow
    did some testing just now.

    if it splits, all arrows can seek, however only 1 will re-seek the original target. in other words, i don't think more than 1 of the split arrows can hit the split-originating target again. i have not tried it in a large group so i am not sure if the split arrows can be split. going to try and test that now.


    edit: more testing. it seems like there is a "no track" distance that the 3 arrows will travel before they seek. if one arrow hits during this period, another may track back to that same target. I have not yet seen 2 arrows track to the same target. i have not yet seen a second split.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on "Infinite" Multishot build
    Only difference I would say "NEEDS" to be made is add night stalker. That would allow HA to be a dual generator and you could also get Disc regen from FoN.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on 'Condemned' as possible XPac Class
    not a fan of the backstory, but i do like the see-saw mechanic. I suggested it for the DH back when they were tweaking it since the lore makes it sounds like you have one (hatred) at the cost of the other (disc).
    Posted in: Diablo III General Discussion
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    posted a message on Is Hydra useless?
    i... how...


    FIRE WALL.

    that's all you should need to hear. if Mammoth casts firewalls at your APS, that will be ridiculously OP. Even if it functions like Inferno (the D2 skill), it will still be a ridiculous AoE.

    Also, I agree that it is probably the best way to keep the most mobs Conflagrated at the least cost, opportunity or Arcane Power-wise.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on AoE and Single Target Builds
    gonna be switching around a lot while leveling to try things out. Do not plan to do a "boss fight" vs a "everything else" specific switcheroo
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Monk's Defensive Passives
    Equinox, I'm reading a tad hostility there, maybe I'm mis-reading it, but I think relaxing is a good place to start.

    On to some of your actual points, I believe you are pointing out a false choice. Armor will be present on all items of a given level. A teir 15 chest armor is going to have the same base armor for everyone. I am not sure if +armor is an affix, but even if it were, there would only be a competition between armor and dodge on single-affix items, which I don't think we need to concern ourselves with at lvl 60.

    I will agree that armor and dodge combine for a powerful survivability effect. I think dodge doesn't have a "cap" but does have diminishing returns. For some reason the following equation comes to mind:

    (1-X)*(1-Y)*...*(1-n)

    Where X,Y, ..., n are all different sources of dodge expressed as a decimal.

    So 25% dodge from a passive and 30% dodge from Dex and 10% dodge from items would give you

    (1-.25)(1-.30)(1-.10)= .4725 = 47.25% total dodge as an example.

    I also believe that Armor and Resistances will have diminishing returns, so you will want to spread your survivability investment out amongst each of them, then at some (arbitrary) damage reduction amount start (or finish) pumping HP.

    The Dex->Armor and Crit->Dodge talents are "boring" but effective since pumping offensive stats also provide survivability. Combine that with OwE, and only needing 1 resist (if possible to stack on high-end gear) leaves a lot of room for investing in other stats, including HP.
    Posted in: Monk: The Inner Sanctuary
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