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    posted a message on Spears/Polearms
    How is the animation for polearms? Is it like poking aka two-handed spears in D2? I really liked the animation of two-handed spears, tridents etc in D2.
    Posted in: Diablo III General Discussion
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    posted a message on Spears/Polearms
    Has anyone seen somebody using spears/polearms in the beta?
    Posted in: Diablo III General Discussion
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    posted a message on Weapon Throw Barb inside! Opinions welcome!
    Interesting read and lols at the last build posted. Here is my try on the throwing barb:

    http://us.battle.net/d3/en/calculator/barbarian#aRegYW!VYh!abccZY

    Somewhat similiar to your builds except lacking Call Of The Ancients.

    May swap the rune in Bash, but as it is now it prly looks cooler and gives it a much needed aoe effect.

    Unforgiving as a passive skill seems very good for a throwing barb. You will have fury left-overs after each battle (20 fury after each kill) and opening the next battle with a few throws will be important. Also helping out with fury generation aswell.

    EDIT: This build is ment for a very high usage of Weapon Throw, as yours seem to be a hybrid between Weapon Throw and taking advantage of the Boon of Bul-Kathos passive, which all skills affected are of high fury cost.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Demon Hunter Skills
    As grenades has been changed alot from the current beta it isnt the damage that worries me (as both grenades and fan of knives seemed almost broken), but as snowhammer says that certain feeling of using it.

    I guess its an issue of balance now that the skill is a hatred generator. If both aoe and damage of the skill is very good, ALSO getting 24 hatred from it (when runed) seems kind of imbalanced.

    Hatred generators are supposed to be/look less powerful than spenders i guess, so i doubt we will see any changes that makes it look more powerful. Luckily we have a similiar skill in spenders - cluster arrow, that both looks better and is more powerful.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter Skills
    Too bad the grenades didnt feel right. Was looking at some vids of it and it looked pretty badass. Lets hope they address it before launch.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Monk skill Way of the Hundred Fists
    Quote from kurlie

    A little off topic but i cant seem to find exactly what wothf is. As far as i know it is

    1. Dashing attack- how far, dunno, needs a target?
    2. Flurry of attacks
    3. ???

    Can someone please clear this up. Also, is the dash on wothf comparable do dashing strike in terms of distance. I know some of these questions are unanswerable at this stage, but any help will be greatly appreciated

    You only get dash on first hit if you rune wothf with a crimson rune. The third strike seems to be a small aoe attack, maybe with a knockback? Hard to tell at this point. Looking at some 2 years old videos doesnt help much as they surely have changed it in some ways.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Grenadier
    At first i wasnt too eager on playing the DH, but after looking through his skills i found a build that seemed pretty badass. Its all about DA BOMBS!

    http://us.battle.net/d3/en/calculator/demon-hunter#fPlgdT!fWU!bZcZba

    Was looking through some old vid and liked the look of grenades. Its also the best hatred generator, giving me a Cluster Arrow for every second grenade.

    Cluster Arrow and Fan of Knives being main damage dealers, giving me nice aoe burst.

    Rain of Vengeance with obsidian rune helps with overall damage/aoe and fits perfectly with the theme of the build.

    Active use of Vault as it is the only dicipline skill, runed for being used all the time its needed.

    Ferret Companion for the giggles.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Beta Blog: Mele Wizard
    Brilliant blog, keep it coming!
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Build a Combo Monk
    Yes thats what i think too. To me many of the spirit spenders aren't really that exciting, except Lashing Tail Kick. SSS sounded fun at first, but seeing how it works from some of those vids it kinda lost my interest.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Build a Combo Monk
    So the idea is to use 3 or more spirit generators to build combos. I expect most people will use 1-2 spirit generators, but there are so many awesome combinations to be made.

    I'll kick it off: http://us.battle.net/d3/en/calculator/monk#aic!!ZYY

    Use Fist of Thunder for positioning, Way of the Hundred Fists in the second strike and finish with Deadly reach!
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk Theory
    Quote from Tapesh

    :d3d: Speed Demon PvE: http://us.battle.net/d3/en/calculator/monk#iUjYXV!Ygd!cbZccY

    Essentially the same as the above build but changed the rune on Lashing Tail Kick to extra damage and replaced Dashing Strike with Breath of Heaven for group healing. I also changed Crippling Wave to Exploding Palm because enemies die a lot faster and more often in PvE than in PvP.

    Theoretical Party: Monk, Barbarian, Wizard
    The barbarian can use Frenzy to increase attack speed by 75% while also having the Retribution Mantra from the monk to increase it by another 40%. The wizard can use slow time with alabaster rune to increase attack speed by another 140%. Just an example of some possible synergy.

    Those are all the builds I came up with so far. Please comment, change a build, or share your own builds.

    I like the fact that if you changed the rune in SSS to Indigo you could do 56 hits in a row without taking any damage.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Unattuned Runes
    Quote from Dolaiim

    Quote from FoxBatD2
    That's rather part of the point. Runes are the new "build." It's a soft inhibition on your ability to swap to any skill combo you want at any time. The "respec cost" is trading runes on the AH.

    THAT sir, just blew my mind. Very astute point indeed.

    Reminds me of how charms worked in D2. Nice system.
    Posted in: Diablo III General Discussion
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    posted a message on Unattuned Runes
    What i would like to see tho is something like this:

    Only unattuned runes drop. Every skill comes with 5 windows/slots next to it where runes go after they are attuned. You have to chose which one of the windows/slots you want to use. Say you find an unattuned rune, put it into Meteor, and you get obsidian rune effect. It goes into the window/slot for obsidian. But you wanted the crimson rune effect from it. So the next time you find an unattuned rune, you put it into Meteor again. This time you have a 1/4 chance to get a crimson rune, because the obsidian window/slot is already filled. And this goes on until you are secured the rune effect you wanted.

    Now you can still remove the runes from the windows/slots and sell it on the AH for example. If you do that the window/slot for that rune is open again, and an unattuned rune can go into that window/slot.

    Not does this only secure that you dont get really unlucky with the rune effects, but also lets you storage runes in designated slots. Runes could still come with affixes, so you can keep upgrading your runes.
    Posted in: Diablo III General Discussion
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    posted a message on Unattuned Runes
    Quote from emyln

    Quote from Hycoolio
    So if you cant find 50 unattuned level 3 runes in the first two acts of nightmare you will be shocked, fine. I dont know how rare level 3 runes will be. I dont have a problem if you find runes to upgrade your skills in the same tempo as finding improved gear. This is for the whole game and not only lower-mid levels. But being stuck somewhere because your playstyle doesnt working anymore, not because it sucks, but because you werent lucky with your runes, is not fun for me. This is my only concern.
    I guarantee that if you play solo in Nightmare and Hell, that you WILL become stuck at at a particular stage, constantly Dying. Did you not play nightmare and hell modes in D2? This is Diablo, its about gear (be it armor/weapons/runes).

    WHEN (not if) you hit that wall on nightmare/hell modes when you keep dying to mobs, it means you need to play replay previous areas to farm better equipment (Including runes). Blizzard is not changing the basic premise of Diablo. The difference is that instead of only doing Boss runs to get better equipment like in D2, you will now have much more incentive to do the entire content up till and including the bosses.

    This is why ALL serious Diablo players needed to get magic find gear as it improved the drop rates of magical/rares/uniques. And in D3 it will also improve the drop rates of runes. There are already videos by beta posters where they found more rares once they hit about 50+ to 60+ magic find

    If this play style is not fun for you and you find it frustrating, there is the AUCTION HOUSE. And if that still does not appease you then this is the wrong game for you, or you can stop after Normal difficulty.

    I know we will get stuck and have to farm for gear. As i said in my post if you THEN find runes more slowly than gear, you can continue the game, but with another playstyle because you were unlucky with the runes. I am fine with the system if we are ensured to get the wanted runes in time to move on (when you have found decent gear), so we dont get stuck just because of the runes. Most people will probably dont be this unlucky, but some might.

    The Auction House will probably be the saviour for most, but not for all.
    Posted in: Diablo III General Discussion
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    posted a message on Unattuned Runes
    ''We already know what the level effects of a level 7 rune are - a huge range is not possible if the rune has the effect of "increasing x by 21%" I'm pretty sure a level 1 is not "increasing x by 0.001%" With a potential range of 0 to 21% it makes a certain amount of logical sense to assume that each rune level is 3% gain.''

    This is true for certain skills, but for other skills its not. Those skills have huge impacts from different level of runes.

    ''I would be SHOCKED if you can't find a level 3 rune of the appropriate color for each of your skills by the time you get midway through Nightmare. I don't even want to contemplate how stupidly easy the game would be if the expectation is that you should have level 6 runes of the appropriate color in all your skills at any point before being ready to go in to inferno.''

    So if you cant find 50 unattuned level 3 runes in the first two acts of nightmare you will be shocked, fine. I dont know how rare level 3 runes will be. I dont have a problem if you find runes to upgrade your skills in the same tempo as finding improved gear. This is for the whole game and not only lower-mid levels. But being stuck somewhere because your playstyle doesnt working anymore, not because it sucks, but because you werent lucky with your runes, is not fun for me. This is my only concern.
    Posted in: Diablo III General Discussion
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