Believe it has something to do with the way GR was originally designed. I think that it was originally capped at 150, and with all the changes to set bonuses, new items, power creep, paragon etc it's more readily achievable, and they simply haven't raised it.
- Registered User
Member for 1 year, 10 months, and 14 days
Last active Wed, Mar, 25 2020 12:05:05
- 0 Followers
- 8 Total Posts
- 0 Thanks
Nov 12, 2019Posted in: Diablo III General Discussion
I think the most infuriating part of it all is that it was all based on a set of perfect scenarios. The likelihood of full primals in a live scenario is exceedingly minimal, even on a non seasonal character. But I guess having a build rocking full best in slot items, fully augmented with high level gem augments, and 10.5k paragon managing GR levels that other classes fairly easily obtain in significantly less gear is pretty worthy of a nerf. Plus barbs have zDPS, amirite?
Nov 10, 2019Catholic posted a message on When should I start rerolling my mainstat to something else? When does diminishing returns start on mainstat?Posted in: Diablo III General Discussion
Main stat never diminishes. Once you get to a certain point it becomes more about survivability and tactics rather than sheer numbers. Anything higher than 115-120ish you start kiting more, and eventually whittling things down. If you feel damage is an issue, start shooting for higher augment values and gambling for better ancient rolls.
Nov 10, 2019Posted in: Diablo III General Discussion
With an expansion announced however not releasing any time soon, do you think that releasing another character would be on the horizon for D3? Personally I'd love to see a new class as a preview of something they intend to release in D4. Perhaps an unannounced class such as the Assassin. Currently we only have three dedicated melee classes, so adding another would make sense. Again, these are just my thoughts, but continuing to keep D3 fresh whilst working on an expansion seems a smart move for blizzard. Give us another reason to drop however much on this game, and keep us sated until they can finally release D4. Hell, it might even buy (no pun intended) them a bit more dev time on D4 as we'd have something fresh to keep us occupied.
Nov 10, 2019Posted in: Diablo IV: Return to Darkness
Talisman is probably not needed, but I would like to see some more interesting interactive items like that. Runewords are cool, however I've always thought we could use trinket slots. Having another purely defensive (or offensive depending on your playstyle) would open up build potential I think. Thoughts?
Nov 9, 2019Posted in: Diablo III General Discussion
Anytime! Honestly all classes/builds are capable of ~110ish GR. Some require A LOT more micromanagement of cooldowns and defensive abilities to make it, and some just steamroll it all with the sheer amount of damage you can put out. For example, on PTR I tested the new monk set, WW Barb, and the new Sader set. All three were able to clear 110, with monk being middle of the road in terms of completion time. Sader seemed pretty lackluster, but I was also just really screwing around and not seriously testing the build and variations. WW Barb, however, was able to clear a 110 with zero ancients, zero primals, zero augments, and about 1200 para... In roughly 5 minutes.
Imo, if you're looking for a quick grind to 100, Barb is probably the best choice. By the time you finish the set from challenges, you SHOULD have all the necessary pieces for the build. Even without Anbo's Pride, you should curbstomp 70+, and probably push closer to 85-90 with fairly little difficulty.
Fun factor ranking, to me would look something like monk > WW Barb/UE DH > wiz. Wizard being last only because it's a slight pain in the ass to level as a wiz early season. The new monk set is just a ton of fun, and WW is as well, though it can get boring pressing literally two buttons outside of your initial shout casts. DH is always a solid choice for fun factor, but it's unchanged from any of the previous seasons (unless I missed a patch note), so it's fairly stale.
Nov 8, 2019Posted in: Diablo III General Discussion
Personally, I always push with two classes every season. Next season, I'm planning on monk and Barb, and I'll give reasons in a bit. To answer your question, all three of those classes have pros and cons. I feel like Tal Rasha is largely unrepresented simply because of the gear specificity required to make it work, especially after the LoD gem. I've always felt that Tal was the most fun build to play, and if done right, you can be fairly competitive on the leaderboards. You naturally have a lot of burst with the build, and I've always felt that survivability was slightly better than the other builds, save Vyrs.
UE will be able to cheese the seasonal bonus quite a bit as you will have retarded mobility, and can basically stay in combat almost 100% of the time in higher rifts. UE does fairly good damage, though having played it a bit in previous seasons, survivability can become an issue with certain affixes/RGs.
WoL monk has always been fun, and that's one of my seasonal builds this season. As the other poster said above, it does get boring, however with three variations of the build currently (SWK, LoD and Innas) you can swap things up, and still feel like you're playing a completely different build. For example, the difference in playstyle between Innas and SWK is very noticeable. With Innas, you can be much more aggressive, however you have to gauge your spirit/cooldowns to maintain the aggression. SWK you have pauses in your burst where you reload spirit, as well as renew your defensive procs.
At the end of the day, the answer is play whatever you enjoy the most. Barb and monk will be my heavy push toons next season. I've been a fan of Barb since day 1, and seeing WW coming back and being viable for high end keys again definitely piques my interest. Barb is going to absolutely crush solo play, and most likely will be a staple in any group run. The damage output and potential is insane, and survivability is really only an issue on certain affixes/RGs (namely jailer. No WW, no damage reduction and in certain situations if you have no CC break, you're almost instantly dead.)
Monk will be my secondary choice, and I'll be playing the justice Set. On PTR, it felt really good, and after testing some item/set builds, I found one that will reliably push 110+ solo, which is about where I'm aiming to take my second toon. Survivability was an issue, along with damage output, but after finding the right loadout, it worked without too much trouble.
Sorry for the wall o' text. Hope it helped.
- To post a comment, please login or register a new account.