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    posted a message on Help making a Chakram-centered Build
    Quote from Vordock

    Quote from UberN00b

    http://us.battle.net...dSYg!aYe!YaZcZY

    I like this.

    Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.

    Chakram/Twin Chakram - This is the theme of your build.

    Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.

    Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!

    Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.

    Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?

    Tactical Advantage - Now Vault adds yet another boost to mobility.
    Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
    Archery - This also seems to be one of those staple choices that you just can't go wrong with.

    While I was waiting for people to reply, I surprisingly came up with a fairly similar build to this.

    http://us.battle.net...YgSV!YdV!aaZZab

    Evasive Fire/Shrapnel - I feel like this can cover the same areas as devouring arrow and vault. Dealing slightly more damage and giving slightly more hatred, in addition to automatically vaulting if enemies are too close. Obviously its more difficult to use than vault but that is where practice and positioning come into play.

    Chakram/Twin Chakrams - Self explanatory

    Caltrops/Torturous Ground - I chose the immobilization rune because while rooted, those enemies will also keep mobs behind them from moving as well. Also the immobilization gives the spike traps enough time to activate.

    Shadow Power/Blood Moon - Chosen for essentially the same reasons. I went with the bonus life-steal rune to increase its potency.

    Spike Trap/Scatter - I actually planned on this ability being for smaller groups of enemies like champions or bosses, because of its high damage. The basic plan is to drop this and Caltrops in roughly the same place, then spam evasive fire until enemies get close, and as soon as you backflip, pop shadow power. Shortly thereafter, the enemies will run into your spike trap and you get all the lifesteal from 3 traps going off at once, by the time the survivors get through the trap, you should already have a second set of them ready to go.

    Preparation/Battle Scars - I chose this as an "oh shit" button to instantly get a lot of health back and to get more discipline to use shadow power/caltrops more often. Your build has 3 abilities that use discipline which I think is a little much considering how much I plan on using caltrops and Shadow Power, so I feel like preparation is a better choice.


    Passives:

    Steady Aim - Dps

    Brooding - Chosen for some more survivability. This build may seem like it has a lot already with shadow power and preparation/battle scars, but I feel like its better to have too much than not enough when you are starting out with a build, and this could easily be swapped for a dps passive if that turns out to be the case.

    Numbing Traps - Since I'm using 2/3 of the abilities this passive affects, I figured why not? As mentioned before this could be swapped for a dps rune if needed.

    Interesting choice giong with Evasive Fire. I totally see what you're saying about practicing the technique for it to more or less cover for the lack of Vault. I also think this skill probably makes the best use of Steady Aim.

    I'm really skeptical on the Brooding though. I think it's totally reasonable for a long boss fight where health globes aren't exactly falling from the sky and you already grabbed Shadow Power AND Preparation for the "oh shit" moments (good combination IMO btw), but as far as questing where you're dealing with masses of mobs, I would be inclined to grab a dps booster like Archery.

    And though I see Numbing Traps being applicable in this build, I'm thinking Tactical Advantage might serve you better because of its relation to Evasive Fire which you will be using A LOT. I really REALLY see Numbing Traps being much more useful in a group with a Barb or a Monk where you basically have a tank in your party. They would really appreciate the Numbing Traps at that point. Also, think about this in a boss fight where you're going to be kiting forever. Having that constant increased movement is going to take you much MUCH farther IMO.

    Good ideas on your build tho, gw!
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Inferno CC rotation - bad idea?
    Quote from Stormz

    but OP some of your statements don't make sense,
    but then make Inferno so difficult as to nullify the usefulness of CC in Inferno?

    I'm speaking from the point of all of the talk about diminishing returns for CC's in later difficulties. Perhaps nullify is too strong of a word on this matter, but it still seems like the consensus is that CC'ing in Inferno is going to be really, really, REALLY weak. So, I'm trying to understand this idea. It seems to me that even 1 second of slowing/snaring is likely going to make a huge difference in high-end content. Also a lot of builds I'm seeing posted have little to no CC'ing. They're primarily focused on as much DPS as possible with some mobility thrown in.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Diablo 3 Marathon Supplies
    Quote from Monolith

    I thought his would be a fun topic for everyone to distract themselves with for a few minutes, instead of counting the seconds until the servers go live lol. I'm having a buddy of mine come over for almost the whole week to go crazy on D3, like we used to in middle school with D2, and I'm looking for ideas on what supplies I should stock up on for a week long frenzy of playing D3.

    I'll add to the list as we go, but here is what I'm at right now:

    1. Mini-Fridge
    2. Big Oscilating Fan
    3. Energy Drinks (probably get those health potion ones haha)
    4. All manner of pop.
    5. Pizza Rolls
    6. Chicken Nuggets
    7. Hamburgers
    8. Hotdogs
    9. Beef Jerky
    10. Peanuts
    11. Protein Shakes
    12. Chewy Bars

    This is mainly for fun, but I'm taking everything into consideration lol. So feel free to make your suggestions as ridiculous or as ordinary as you like :-).

    Not going to read the whole thread; sorry if these have been mentioned.

    - Coffee Pot and/or Espresso machine. When energy drinks begin to fade, nothing packs a punch like a 5-shot iced coffee!

    - Over-the-counter Ephedrine; must be 18 to purchase, only use as directed (cuz using them as directed is always how they are used, right?...)

    - Shocktarts

    - SunnyD

    Other than that, I think your list covers it pretty well! :)
    Posted in: Diablo III General Discussion
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    posted a message on Help making a Chakram-centered Build
    http://us.battle.net/d3/en/calculator/demon-hunter#aedSYg!aYe!YaZcZY

    I like this.

    Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.

    Chakram/Twin Chakram - This is the theme of your build.

    Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.

    Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!

    Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.

    Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?

    Tactical Advantage - Now Vault adds yet another boost to mobility.
    Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
    Archery - This also seems to be one of those staple choices that you just can't go wrong with.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Nerds to Grind with the first week
    Quote from Red_Panda

    Quote from Veggie50

    Did anyone else read this title as a sex proposition? o.O

    a/s/l?


    3/male Red Panda/southern China

    I GOT THE VELCRO SUIT! :D

    ...wait, does velcro work on pandas? I may need to clean the wool out of it first...
    Posted in: Diablo III General Discussion
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    posted a message on Nerds to Grind with the first week
    Quote from Veggie50

    Did anyone else read this title as a sex proposition? o.O
    Are you offering? o.O *wink wink* *tap tap*
    Posted in: Diablo III General Discussion
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    posted a message on Time Required to Beat Normal ?
    Quote from Ayr

    So take your pick :) If you want to go normal but still skip optional stuff 10-15H, if you want 100% 20-25Hr. Speaking to everyone, regularly + exploring parts that are far from where you are takes a lot of time running around.

    I'm thinking along these lines as well. 15-18 hours to rush (skipping a lot), 24+ hours if you do things at a more "natural" or "intended" pace.
    Posted in: Diablo III General Discussion
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    posted a message on Maximum amount of Hatred / Discipline?
    I haven't seen any information like this.

    I approached it from the aspect of playing the beta and pushing the limits of DH's kiting mobility, and went from there. I'm GUESSING the DH will have dps that is lower than say a Barb because the DH is ranged and equipped with mobility and CC oriented skills. Their advantage and weakness at the same time is not getting hit to begin with. In theory, a DH should be able to (or get close to) infinitely kiting in a circle.

    Vault
    Caltrops
    Chain Gang
    Repeat

    This concept would make the DH's mobility and CC skills relevant and thereby define the character.

    So my suggestion is to approach a DH build with 2 "halves" in mind. On one half, you have dps output. On the other half, you have survivability which there's a lot of CC and mobility. There's also some things that don't fit into those 2 boxes like Brooding. In any case, I'm banking that the choices in CC and mobility are going to affect DH's viability moreso than raw dps. That is to say that I think dps skill composition with a DH is going to be less important than the utility choices of the DH.

    Start with utility, then compose your dps skills.

    It goes without saying that I could be way out in left field with this. Inferno is (until about 15 minutes ago with the posting of SK Inferno stats) a complete guessing game.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Inferno CC rotation - bad idea?
    Most of the direction I see from Inferno builds or discussions about DH in Inferno seem to be really concerned about the viability of CC's. That is to say that most of the builds I'm seeing and/or discussion about Demon Hunters for Inferno revolve around high dps output and really no CC utility. Would it be a bad game design decision to make the DH have so much CC, but then make Inferno so difficult as to nullify the usefulness of CC in Inferno? Given the repeated lectures from Blizzard about game balance seems to agree that it would be a bad idea.

    In any case, is a build that uses a rotation (or priority) like:

    1. CC ability
    2. Damage ability
    3. Movement ability
    4. Repeat

    really seeming like it's going to be that weak?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Jay Wilson: I think the fun is in playing the game, not working out how to play it.
    Quote from ScyberDragon

    I think this is the confusion.

    In D2, you had to theorycraft in order to be successful. You could not beat it trough hell with a broken character.

    In D3, you don't have to theorycraft to beat it on hell. But that does not mean you can't to optimize a class or build. They just took away the necessity, not the ability.

    So is that to say in Diablo 3, you might faceroll a character until it's not viable anymore, then switch out the build a bit on the fly and become successful again whereas Diablo 2 success came specifically from carefully placing every stat and skill point as well as specifically searching for gear with specific stats to be viable in completing all of D2-Hell?
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    Quote from okrane

    wtf is it with blizzard and big numbers? do they feel kidz jizz in their pants when seing billions of damage comming out of their heroes?

    I mean, why the wild scaling? Diablo 2 started at much lower numbers and scaled way less violently... characters rarely reached more than thousands of HP by the end of Hell and all numbers were nice and manage-able.

    Millions of HP? WTF, do they like spamming the screen with 7 digit numbers?

    I can't believe you're actually serious...
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    Quote from Steamrice

    wow, its starting to make sense why inferno is so hard LMAO.

    You pretty much need to go into it with the very best gear you can get from hell lol.

    My thoughts as well. I can't fricken wait...
    Posted in: Diablo III General Discussion
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    posted a message on Team LF 1 elite player.
    Quote from blujay

    Because a team would two Demon Hunters wouldn't work.

    Nooooooooooooooooooooooooooooooooooooooooooobz.


    Also there will be no way to know if you get a world first, so you're, well, not very smart.

    My favorite part is how they're going to hit inferno and then just get shitcanned because it's not like Diablo 2 and Inferno is actually a considerable challenge.

    1.) Doesn't have job

    2.) Plays video games 48+ hours

    I bet you're fat, too. Two days? I can see two or even three days. But ten? You're a freaking immature blob of lard. I'd put $100 on it.

    Do you have any idea how shallow and immature you sound? It's quite hilarious, actually...
    Posted in: Diablo III General Discussion
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    posted a message on How Many People Will Die From Marathoning When Diablo 3 Goes Live?
    *edit*

    I voted 0, btw. I just don't think it's going to happen. Perhaps by some gun-related incident at a Wal-Mart because of a dispute over CE perhaps? But nah, no one is going to croak from playing. :D

    Quote from peasofme

    being up 17 hrs is like being drunk. the further u go beyond that, the more dangerous it is. can lead to delusions, psychosis, heart attack, death, etc
    17 hours? This is subjective. I am inclined to believe that's a very rare figure. I think the majority of the human population (99%+) can go 28-30 hours on Day 1 and it's not going to ruin their life. They'll probably sleep for a day after that, but still.

    Quote from ArcaneWeapon

    Quote from dtobbot

    it is not possible to die from simply not sleeping, the body will fall asleep after x amount of hours, just make sure that you eat properly while you are staying awake for a long time

    Most certainly NOT true at all. Lack of sleep has a severe impact on your immune system.

    Subjective. I would agree that a person with HIV or something should really not participate in extreme sleep-depriving sessions, but I find it hard to believe that everyone or even the average person needs to be that damn concerned. Play as hard as you feel you can handle for the first couple weeks, then give it a break I say. Just be consciencious about how you feel and what your body is telling you and obey it and you should be fine. So like if you start seeing weird shit out of the corner of your eye that's bothering you etc., it's probably time to shut it down and sleep it off.

    Quote from Windex7

    I did 36hours straith 10 sleep 36 straith for over a week once and I was perfectly fine. its not because 1 person died that you will.

    +1

    Quote from ArcaneWeapon

    Quote from Windex7

    I did 36hours straith 8 sleep 36 straith for 2 weeks once and I was perfectly fine. its not because 1 person died that you will.

    And because you got lucky doesn't mean others should follow your example.

    That isn't "luck". That's being in-tune with your own tolerances. He could do it, but maybe you can't, but maybe the next guy can. It's all subjective...

    Quote from Beechsack

    Quote from Windex7

    I did 36hours straith 8 sleep 36 straith for over a week once and I was perfectly fine. its not because 1 person died that you will.

    And you should't run around telling others to do the same, because they might not be in the physical condition to handle it.

    "HEY EVERYONE, YOU SHOULD GO KILL YOUR NEIGHBOR WITH AN AXE RIGHT NOW!!"

    How many tragedies did I just create by "telling others to go do something"?

    Quote from Ayr

    Quote from Xhawk

    Seems to be the perfect place to ask ... those who have put in extended gaming sessions, say 16+ hours... what did you eat or drink that kept you going?

    In other words, what would be a healthy approach if you wanted to do this? Lots of carbs and protein? No suger? Etc .. just curious as id like to do a 24hr session but really have no idea how to prepare.

    I need nothing out of the ordinary for 16+ Hours :)

    But for say 24H and more the biggest problem is just I'm getting very sleepy... so cofee would help for that.

    For food people that take prot bars and stuff do it because they don't want to do real lunch. The only reason is to not be too hungry, the problem being in these long sessions is that you have a tendency to forget to eat and be too lazy to make a proper dinner so supplements like these help.

    My advice for you would be to actually prepare food for the 15th. Make 6 real meals for 2 days and eat them every 4 hours during your 24hours session. Make sandwiches, cold meals and things that easily go into the microwave.
    For me its the best of both world, you keep a somewhat healthy diet and its still quick. You will probably have to force yourself to eat after 15H of gaming.
    Another advice: Avoid sodas or brush your teeth regularly, after 12H of sodas the acidity is over the top.

    This is probably the most down-to-earth reply I've seen all thread. If you're going for the gusto, some preparation like this will support you well. Get your food ready in advance and make it nutritionally worthwhile. Soda pop and Hot Pockets are a bad way to go. Make a bunch of nutritionally valuable stuff in advance. Fruits & Veges (I LOVE juicing so that's my recommendation), and lean sources of protien (preferrably non-animal based, but choose the leaner sources if so) are going to be your best friend. AFTER THAT if you want to employ SOME Red Bull or coffee here and there, that sounds perfectly reasonable to me; just make sure you're getting water in there for sure!

    In the meantime, also consider that in a 20-24 hour gaming session, surely you can break for 1 hour or so and get some exercise in. Circulation is going to help keep you going so a light jog or bike ride to the store really quick will help you a lot as well. It doesn't have to be an intense workout, just a bit of casually elevated activity will suffice.

    Quote from ilikerian

    Planning to drink coffee, a few protein shakes, and then just fruit, salat and tuna.

    And water of course. BUTTLOADS of water to make sure that I have to get up and move around at a regular interval :P

    Another sensible approach. +1
    Posted in: Diablo III General Discussion
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    posted a message on Team LF 1 elite player.
    Quote from JTurkey

    If I might make a suggestion to your schedule, i'd say go 8 hours sleep - 16 hours gameplay. that extra 2 hours of sleep should make a HUGE difference in alertness, persistence, and honestly you'll just enjoy it more.

    This is subjective. Studies have shown that REM sleep is what actually recharges the body and they are typically 3 hours long. Similarly related studies show that interrupting an REM sleep session is ill-advised. So depending on how quickly they can enter REM sleep and depending on how long REM sleep lasts for them, 6 hours is entirely possible.

    The 4 hour sleep session one time should be manageable as well. When you're on a "mental high" of "OMG THIS NEW GAME IS SO AWESOME!" combined with this World-First type of focus (which is what this is; you don't plan to play 134 hours in week1 like this unless you're aiming for some kind of WF run), it's totally do-able. There is something to be said about playing well vs. playing a lot, but I think it's also possible to have both. I would be willing to do this if I had 10 days to burn. But alas, I only get 5...

    *edit*

    /agree with ElKapitan's remark about food and water. Keeping your body saturated with nutrition etc. will go far in your mental abilities. If you don't have a juicer to make a bunch of veg/fruit juice, stock up on Odwalla and such!
    Posted in: Diablo III General Discussion
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