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    posted a message on Easy to Use Filter That Makes Diablo III Look More Like Diablo
    Does anyone know if this application works with a Mac version of d3?
    Posted in: Diablo III General Discussion
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    posted a message on Omfg I have beta!
    Quote from Machine

    Dont worry too much if you didn't get a beta yet. Aparently they are still coming. Those of us who got one can't do anything but download the client because the login screen just gives us an error message saying that the server is down. So your better off spending your night doing something other than login... with continual disapointment.

    So if it gives you the option to download and install the Beta client (which I never had before), you have been licensed it? I can't really believe I have it... hooray!
    Posted in: Diablo III General Discussion
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    posted a message on The Patch 16 Demon Hunter is Stayin' Disciplined
    Quote from Molster

    You do know we have all the class changes on the front page in a WAY easier way to read..


    Yeah that is better. Not as detailed but easier to digest.

    Quote from pmpch

    Quote from kimchisundae

    While generally the discipline costs of the DH's skills were lowered, its passives geared towards discipline have been nerfed a bit.

    Nerfed a bit ?! That's like the understatement of the century.
    Shadow Power went from returning 45 to returning 12 Hatred. That's an massive nerf.

    Blizzard has nerfed almost 90% of the ability syneries (since like patch 8) to the point where they can barely be called synergies anymore. The overnerfs are just crazy.

    I was referring to skills that regen discipline (that rune makes it a hatred generator) so I actually wasn't referring to that change. That is a sizable nerf in regard to hatred regeneration. However, from everything I've seen DH's aren't particularly hatred-starved. Maybe for the builds you're planning they could be? I haven't followed the Beta since patch 8 so I am not familiar with the claim about synergy nerfing. *shoulder shrug*


    My overall thoughts are this gives the DH some added breathing room in terms of discipline. Discipline costs have dropped from ~20-50% for many of the DH's utility skills. The discipline passives have been nerfed a little but it seems like a noticeable net gain overall.

    In regard to the complaints about multishot: it becomes a stronger AoE spell in favor of hatred efficiency. I guess people are bummed because that makes it less spammable. I can see that but I think the uproar is a bit much. The Fire at Will rune gives you that option to trade single-strike damage for hatred efficiency at a higher level anyways so I am not sure it's as big a deal as people are making it out to be.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Patch 16 Demon Hunter is Stayin' Disciplined
    Quote from Babycake

    I wonder from what site the screenshot from OP comes from. Don't forget to add it.

    Thanks. Diablo 3 Inc. Added the url to the OP where the image is copy/pasted.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Patch 16 Demon Hunter is Stayin' Disciplined

    The change to multishot actually made me not want to play this class anymore, I was looking forward to multishot as my main aoe attack, but now its not really spammable, and in my opinion she doesn't have any good spammable AoE spells, or they have special mechanics for their AoE - such as Bola shot or Chakram.. and I'm not particularly interested in dealing with special mechanics on AoE skills (*cough* blessed hammer *cough*) so yea, guess I'll be trying out a new class at the start. =(

    Multishot: Now costs 40 Hatred, up from 15 an deals 165% weapon damage, up from 115%
    Quote from Speaker

    The lowered discipline costs seems nice, but when you look at the nerfed perfectionist, and night stalker talents you can see that it's probably more of an overall nerf than a buff. I suspect that the combination of perfectionist and night stalker was far too good and they had to nerf it. Instead we got some of that back with the lowered costs, but I think we lost more than we gained. Night stalker alone was extremely good, but now it's "meh". The one-handed crossbow buff was needed. The difference in DPS between the high level 2-handed ranged weapons and the one-handers was far too great a gap imo, but we won't really know until the game goes live to test such things anyway.

    Quote from Mysticjbyrd

    Obviously they lowered disc cost and reduced your ability to generate disc. I kinda like that, but bitter pill might of been nerfed a bit much imo.

    More importantly though,
    The nerf to disc to hatred is pretty severe.... Really really changes things up.

    Smoke Screen Now costs 14 Discipline, down from 24 and lasts for 2 seconds, down from 3 Shadow Power Now costs 14 Discipline, down from 20
    • Night Bane Now gain an additional 4 Hatred, down from 15
    Preparation
    Punishment Now restore all Hatred for 25 Discipline up from 20.



    These changes could have huge implications on some builds.



    Thanks for info. I wasn't aware of the unofficial changes! When I have a moment I'll edit my OP to reflect the unofficial changes as well.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Patch 16 Demon Hunter is Stayin' Disciplined
    --Edit: It appears that I got ahead of myself here as the unofficial changes colors things a bit. While generally the discipline costs of the DH's skills were lowered, its passives geared towards discipline have been nerfed a bit. Also, a numbers of skills have changed (albeit most of them only slightly) outside the "official" changes. All the changes are listed below... Discuss!

    Demonhunter Items
    • Demon Hunter one-handed Crossbows have received a damage buff
    -------
    O.P.:
    I'm really excited about the DH so I thought I'd gather everyone's thoughts on patch 16's effects on the class.


    The changes are pretty straight forward--decreased discipline costs to Caltrops/Smoke Screen/Vault & a one-handed crossbow buff--but I'd be interested to see what people think considering this will may be the final iteration of DH before launch.


    I considered the discp. costs of these skills a tad too high in patch 15. Now Vault and Caltrops-especially coupled with decent regen gear/passives in later gameplay--seem more spammable.

    In my mind, it makes a more defensive-oriented (solo player?) DH viable in late game.


    Of all the skills, Smokescreen encountered the greatest change. While losing 1 sec of its effect, the ability to both break CC and become immune to CC is huge, especially coupled with a discipline cost decrease. And 10% movement speed can't hurt. I am excited about this skill for the first time.


    As for 1-handed crossbow, it remains to be seen how big the buff will be. I can't imagine it will be too large considering most people seem to think the weapon system for DH is pretty balanced already.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Rocketeer PvE build
    Quote from Sumsarr
    Quote from Kurast
    Quote from Sumsarr
    You lack discipline. Really bad build as it is now. Remove shit-vault and replace with companion and it's decent (still going to have major discipline problems tho). Vault is a bad spell för PvE anyway. EDIT: Should also remove custom engineering. Replace with perfectionist/vengeance/night stalker and it's going to be alright.
    I don't see how vault isn't a good Pve spell, it's an awesome utility spell that enables the DH to put distance between herself and mobs (and yeah she is a ranged class that doesn't mean it won't get close up and brutal throughout the game). I can see this being very viable in nightmare and up where rares/champions and bosses have f**kton of HP and abilities. Just my opinion.
    Vault is bad for several reasons: 1. It occupies a skill slot 2. It costs A LOT of discipline or has a LONG cooldown (depending on rune) 3. It's better to focus on actually preventing stuff from reaching you than allowing things to reach you and then jump backwards. 4. Using vault is always bad. Either you jump backwards, they way you came from, resulting in lost time (you'll have to rerun that distance) or you jump forward. If you are able to jump forward, then vault isn't even needed in the first place (jumping into the unkown should never be done unless the area is too easy for you - hence, vault is not needed). 4. The distance traveled by vault can be walked in ~0,3 additional second. It's nothing really. Diablo is a hack n slash farming game. Time and efficiency is everything that matters. Vaulting back to save your ass lessens your efficiency and wastes your time. Better spend that discipline on more caltrops or more damage (preventing monsters from ever getting close) such as FoK. Vault is nothing but a bad and comfortable skill.

    What? Were you drunk when you wrote this? I really had trouble taking you seriously after you listed the disadvantage of a skill being that "it occupies a skill slot."You sure seem certain of yourself though...Unfortunately I'm having trouble following most of the logic in your post aside from the reasonable argument that his discipline regen is too low. Your snarky tone aside, while you can argue with OP's choices, singling out vault and as "a bad and comfortable skill" makes me really question your judgement. Unless you're spamming it, its discipline cost is reasonable, and certainly can be reduced/ made up for with other passives. Also, what exactly is "rerunning"? This is a puzzling term to me. Battles aren't linear forwards/backwards scenarios in Diablo; they're fluid. A kiting class with a variety of AoE skills (as his build has) will have to be moving constantly for optimum "farming." He would be dealing with packs of monsters in the end game that will reach him regardless of slows. Having a vault is if anything more essential at that point. Keep in mind dying is a lot less "efficient" than staying alive to farm an area continuously. Also, he won't be covering the same 35 yards that vault does in "~.3 seconds" considering that's about the speed vault travels in the first place...
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on checked my battlenet account...got beta!
    If I signed up now could I still get a key? I almost feel that desperate ᅮ.ᅮ
    Posted in: Diablo III General Discussion
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    posted a message on Demon Hunter Sharpshooter Inferno Build Feed Back
    Quote from Worra

    Quote from Mesija

    I really like the last build. The damage seems really high and you have a number of snares at your disposal to keep a lot of mobs away from you.

    The combination of elemental arrow, punishment and marked for death look like it will provide good enough dmg on the boss and rapid fire will be a good "aoe" when combined with runed marked for death.

    Also i think having elemental arrow will be quiet usefull for mobs with high armord.

    One question, does entangling shot do dmg to all 4 targets or just the first one it hits?

    If it does not do damage to all 4 I will be highly disappointed. If anyone from the beta can confirm how it works I would be really happy :P

    From everything I've read it *does* damage all snared targets.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter Sharpshooter Inferno Build Feed Back
    I am not a beta player so I am using my imagination a bit here. I think Worra's is a well thought out and balanced build (especially with the tweaks you made per others' suggestions). I would like to run a slightly altered version of Worra's concept by him/her and anyone interested. I didn't pay attention to level requirements so these might not be practical changes to the build because they might not be available until unlocks some 20+ levels higher :P Maybe look at them as potential "paths" for your build once the options open up in higher levels...

    Build One Tweak: http://us.battle.net...YjSd!eXc!aZZYZa

    1. I replaced Shadow Power - Night Bane (hatred generator) with Vault - Action Shot (increased damage(?) & survivability). My thinking is that while you lose the HP regeneration (it will be replaced), you gain overall survivability (and I personally don't think the currently-high discp. cost of Shadow Power makes it a feasible skill to keep you afloat well in Nightmare) by keeping out of reach more easily.
    [Sum: arguably more survivable; lost hatred generation; not sure about overall dps +/- (?)]

    2. Marked for Death's - Contagion replaced with Mortal Enemy (3 hatred generated per strike). This I *think* could have a good synergy with Rapid Fire because of its 3-per-hit aggregation of hatred, especially against targets that won't die quickly (I'm sure there will be quite a few in Inferno). Seems like you would keep Hatred levels high and be able to almost spam RF.
    [Sum: replaces hatred generation lost w/ Shadow Power - Night Bane;]

    I like your passives. Couldn't really decided on any that work better with my tweaks. I was thinking of replacing Night Stalker with perhaps steady aim but I concluded it's probably not feasible even with the more efficient use of discipline in this build. So I guess overall this is a more survivable, discipline-efficient build while maintaing a similar same play style.

    *Alternative to my alternative*:

    Build Two Tweak: http://us.battle.net...YjSd!eXc!aZZYZa

    1. Instead of Vault - Withering Fire make it Vault - Rattling Roll and in turn change Rapid Fire - Web Shot to High Velocity. Rattling Roll gives you a better slow (1.5 second stun + knockback) then Rapid Fire - Web Shot and on top of it Rapid Fire - High Velocity has 40% chance to pierce (more crit. chances!).

    Well, that's it. Let me know what ya'll think. I have to find a way to fill the space until May 15th...
    Posted in: Demon Hunter: The Dreadlands
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