Awesome! Your tracker is extremely useful and makes the initial leveling so much smoother. Thank you sir on the behalf of us playing season 10 (and previous seasons)!
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Jan 14, 2016Posted in: Diablo III General Discussion
No you are wrong. As already has been written (with even more clarification):
So overall, if you master every single dungeon in the game you get:
24x Flag symbols ("sigils"- one for completing each set dungeon)
12x pennants (one for completing all dungeons of a class and one for mastering all dungeons of a class)
1x green ethereal wings (for completing all 24 set dungeons)
1x green dragon wings (for mastering all set dungeons)
May 25, 2015Posted in: Diablo III General Discussion
I forgot to ask, but how hard is it to get a Corrupted Ashbringer? (Since I can't get one on WoW. :c )
It seems to be bellow average, as I have not sen a single one drop yet, and probably is the only item I don't have transmog of yet. This is really pissing me off, as I've spent 28k shards on 2 handers and still nothing...
It is as rare as The Furnace.
Mar 22, 2015Posted in: Demon Hunter: The Dreadlands
I just saw a Daedalus videos on youtube with this set. He used a Calamity. Since you still use one spender and one generator, I'd say it's very similar to current M6. IMHO, a big 2-handed crossbow would outperform a 1-handed crossbow. AS seems irrelevant. That's my observations.
Feb 13, 2015Posted in: Diablo III General Discussion
Anyone but me feeling excited? I'm gonna roll a monk (like "everyone else") and my friend a barb. Hopefully will find two more, we start at 8:00 P.M. at the latest.
2h 9 min to go! (6:00 P.M. CET for EU)! Cya out there!
Nov 21, 2014Posted in: Witch Doctor: The Mbwiru Eikura
Take a look at this: http://www.diablofans.com/builds/3059-2-1-1-jade-harvester
Jun 3, 2014Posted in: Diablo III General Discussion
Too bad to hear that RNGesus haven't blessed you with the item you want. I know how frustrating it is!
I belive the drop chanses are greater than on gambling. Personally, I see Kadala as more of a complement, not as a store where I buy stuff. For me the game is about enjoying killing monsters with my friends and having fun. Hopefully getting that elusive Wand of Woh one day (today please!).
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Jul 27, 2016Posted in: Diablo III General Discussion
I made a thing: The Season Journey Tracker!
Here's what it looks like in action:
Super simple concept - just as you doing the Season Journey click on a task to keep an overview of what you have done and what still needs to be done. The status is saved in a cookie. Pay attention to the in-game popups because you can complete many season journey objectives that aren't even visible yet, so this website might help you to keep an overview.
For feedback, you can contact me on Reddit:
Mar 12, 2017Posted in: Diablo III General Discussion
With season 10 just around the corner I've update the mobile tracker app with the new journey and conquests.
Any feedback greatly appreciated as always.
Thanks and good luck
Mar 14, 2016Posted in: Diablo III General Discussion
Hello everyone, here is video with 20 new pets that are collectable in Patch 2.4.1
1. Galthark the Unhinged
2. Overseer Lady Josephine
3. That Which Must Not Be Named
4. Queen of the Succubi
5. The Mimic
6. Ms. Madeleine
7. The Bumble (Yeti)
9. Friendly Gauntlet
10. Haunting Hannah
11. The Bumbe (Ghom)
15. Grunkk (Siegebreaker)
18. Humbart Wessel
19. Lady Morthanlu
20. Liv Moore
Hope you like it!
Jan 14, 2016Posted in: Diablo III General Discussion
Short and Sweet Guide to Season 5
This guide is intended to be a condensed version (for you last minute guys or the lazy readers) of everything you need to start the new season strong. Going over Pre-Season preparations, leveling 1-70, Gearing up, Augmenting, and my thoughts on the 4-man meta we will see early in the season. Like I said this is meant to be short if you are looking for a full super in depth guide I highly suggest checking out Drahque's Ultimate Guide
Here are some things you will want to do before the season starts to make the first night smoother and save a bit of time.
Know what class you are going to play.
Know who you are going to play with.
Know what leveling strategy you are going to use.
Make a 1-70 cheatsheet or find someone elses. The cheatsheet should include every time you change skills. Listing the level you take the skill, and what key/skill it is replacing. You may also want to include an extra notes column for key objectives you want to do at certain levels.
Here is an example of my Demon Hunter cheatsheet
There are a handful of strategies you can use to level 1-70. I will be covering a strategy where you do a boss or cursed chest bounty early, clear Halls of Agony level 3 (HoA3), and move onto rifting. Other strategies include targeting only cursed chest bounties and repeating them, targeting high density floors such as HoA3 and repeating it, or full clearing bounties.
Level 1: Take your followers(Templar,Enchantress,Scoundrel) weapons. Clear a cursed chest or boss bounty. For resplendent chest or diabolic cache.
Levels 4-20: Clear Halls of Agony level 3 until you hit a dead end and then reset the game.
Level 7: Buy rings from Fence Merchants
Level 12: Buy amulets from Fence Merchants
Level 20: Kill Skeleton King in Campaign for Leoric's Crown drop. Make sure your entire party is at least lvl 20.
Level 23: Do an act bounty. It can be done before 23 but make sure you open the cache at lvl 23. If cain's or born's plan drop from the cache craft them.
Levels 23-70: Rifts! There is no reason to full clear since rifts are free to open so make sure to close the rift after killing the Rift Guardian. You should be on a difficulty where you 2-3 shot white mobs. If you are overkilling them raise the difficulty and if they take 5-6 shots lower the difficulty.
Level 45: Craft a level 60 weapon and look for reduced level requirement. It is easiest to re-roll for this stat if you KEEP a secondary CC and roll the other secondary to reduced level requirement.
Level 61: Craft a level 70 weapon and look for reduced level requirement. Use the same re-rolling strategy as above. This will take some deaths breaths to do so make sure you have a couple before trying to make the weapon.
Level 70 Gearing
The fastest way to start farming is to pick up your free set from the season journey as fast as possible. You do not need to complete all of the chapters or even be on the chapter the objective is in just do these objectives.
Hit level 70! (Impossible to forget to do, but it gives the first 2 set pieces).
Kill Zoltun Kulle on Torment 2.
Complete a Greater Rift tier 20 solo.
Each objective mails a Haedrig's gift to you and each gift gives 2 peices of the set. These can be saved for other characters but if you are trying to start farming as fast as possible open them on your first character as soon as you receive them to help complete the next objectives. Once you finished the three objectives turn the torment up to a comfortable farming difficulty. Even if this isn't the set you want to use, it will be the fastest way to start farming for the set and other gear you actually want.
How Augmenting Works
There is a new Kanai's Cube recipe that allows you to augment your gear this patch. This recipe takes 3 of the same max level regular gems(Emerald, Topaz, Ruby, or Amethyst), an ancient item, and a legendary gem of minimum rank 30 for weapons, 40 for jewelry or 50 for armor. Once transmuted the 4 gems are consumed and for each level of the legendary gem applies 5 stat of Dex, Int, Str, or Vit according to the regular gems used.
Strategy for Augmenting
This is a very strong recipe and means you will want to farm legendary gems. Here is the strategy I would recommend for farming these gems. You will need 12-13 initially depending on if you use an offhand or not. I recommend picking a gem you wont confuse with the ones you don't want to augment so get 12-13 of something like Gem of Ease. Just make sure the gem you pick does not have a cap. Then work on getting those 12-13 gems to around 50-60 and once you have ancient gear you are comfortable farming in, augment the gems into your gear. This gear will help you farm higher greater rifts and faster torment rifts/bounties through out the season. Now get a second set of gems (or a set for each class you intend to push with) then spend the season leveling up these gems as high as possible. Save any gear upgrades in your stash. You dont want to waste gems augmenting every small upgrade you find (This is up to your discretion of course if you find an upgrade you feel will improve your farming significantly augment it and start using it). Once its the last 1-2 weeks of the season this is when you will want to augment your pushing gear.
Keep in mind we also have empowered rifts this season. You can pay gold to empower a greater rift giving you one extra chance to upgrade your gem if you pass the greater rift. So running a boon of the hoarder while farming torment to pay for empowered rifts may help squeeze in some extra gem levels.
Predictions for Early Season 4-Man Meta
Tier List of the Classes I think are most likely to be in the "Best" 4-Man meta
Top Tier: Barbarian
Mid Tier: Demon Hunter, Wizard, and Witch Doctor
Low Tier: Crusader
Bottom Tier: Monk
The Tier list is based on my early impression of what each class can bring to the group. Barbarians are still going to be great supports with Ignore Pain buff and the ability to Group up mobs just 2 of many reasons they are great supports. Demon Hunters offer the very high single target damage with the new Shadows set. Wizards offer very high AoE damage with Delseres and other new and updated items. Witch Doctors can provide high DPS and while bringing big damage buffs to the group. Crusader have damage and supporting options with invokers and rolands but they are slightly behind what other classes can bring to support and or deal damage. Same goes for monks they can still offer damage or support to the group but seems to be the lowest in comparision to other classes. However this season a lot of the sets have been brought up to par with eachother meaning for a while atleast we will see a lot of different group compositions that can do well including compositions that have monks and crusaders in them.
Here are a just a few of many 4-man compositions that I think will be competitive this season.
Support Barb, Single Target DH, AoE Wizard, Hybrid WD
Support Barb, Single Target DH, AoE Wizard, Hybrid Crusader
Support Crusader, Single Target DH, AoE Wizard, Hybrid WD
Support Barb, DPS WD, AoE Wizard, Support WD
Thanks for reading everyone and that is about as short as I could make the guide while still explaining important points. Less than half the length of the guide I made last season so for me it is short. Good luck in Season 5 everyone!
Aug 5, 2015Posted in: Witch Doctor: The Mbwiru Eikura
Hey guys I'm Debo, I Main the Witch Doctor class, ever since the beta for Diablo 3 Vanilla. Encouraging players to try out the Witch Doctor class, and enjoy Diablo 3 is my major focus. I started to do this by compiling my thoughts in guides, and streaming to provide information to those who seek it.
My Twitch Tag:
My armory Profile:
Diablo Fans Link to where I keep the growing list of all WD information:
PTR Patch 2.3 Coverage
Patch 2.3 (Currently on PTR) is bringing a lot of changes to all classes in general. With the ability of the new Kanai's cube allowing us to utilize up to 3 legendary affixes open up a lot of possibilities for new builds, and item combinations that were not possible before. We will go over what is mostly relevant to the Witch Doctor class, and what items/changes greatly effect them.
In this section I will only be covering the biggest skill changes that effect Witch Doctors the most. I've included a link to the general patch notes below so you can see all of the changes.
Active Skill Changes
- * The Toad/Shaman will be now summoned where the mouse cursor is placed at the time of the skill being cast.
- * Summoned Shamans'/Toad cast range increased from 25 to 50 yards
- * Damage bonus increased from 10% to 15%
- * Skill Rune - Jinx, Damage bonus increased from 10% to 30%
- * Skill Rune - Toad of Hugeness
Every second for 5 seconds, the toad pulls in the farthest enemy within 45 yards, swallows him for 0.5 seconds, then spits him back out, leaving the enemy with a debuff that deals 750% weapon damage over 5 seconds and increases damage taken by 25%
Picture of Toad of Hugeness:
With the changes to hex have made it a very flexible skill that can't be fit into almost any build. The damage increase to the base skill, changes to toad of hugeness, and the damage increase for Jinx enable builds that lack survivability (Jade, Helltooth, Arachyr) to function much more smoothly. Since the ability to cast the Shaman/Toad at our mouse cursor location, it allows for us to hang back, and start of a fight vs a mob pack with solid crowd-control, that's on a low cool down.
- * Arachyr Set also works very well with hex, due to its 4 & 6 piece set bonuses, this is a must take skill for this set.
- * Jade set Benefits from the changes to hex, with the ability to control where the Shaman/Toad are summoned
- * Most other sets, simply benefit from the damage increase that was granted in the recent change.
Wall of Zombies ----> Wall of the Dead
*Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 800% weapon damage as Physical over 6 seconds*
Skill Rune - "Communing with Spirits" Summon a 15 yard radius spectral ring that deals 1400% weapon damage as Cold over 6 seconds, Chills all enemies who walk through by 60%, and reduces their damage done by 25%
Communing with Spirits Picture
Might be the strongest rune, out of all the Wall of Dead arsenal with "Ring of Poison" being the only one that can match closely to it. The chill effect triggers "Bane of the Trapped", and reduces the enemies damage done by 25% for 3 seconds. With a Wrath of the Bone King, while using the Kanai cube for the "Furnace" Affix could make this potentially the best Rune choice for Wall of the dead.
Skill Rune - "Fire Wall" Summon a fire wall 40 yards wide for 8 seconds that burns enemies who walk through, dealing 1000% weapon damage as Fire over 4 seconds.
Not to much to say about this skill, the damage is "Ok" when used with the HellTooth set, but the "straight line" effect when it is cast, would benefit more if it were a "Circle" radius effect like some of the other Wall of Dead have. Getting enemies to "walk thru" the fire wall isn't to difficult, but not as optimal as if it did cast in a circular manner around the enemy, a "circle of fire" if you would.
Skill Rune - "Wall of Zombies" Increase the width of the wall of Zombies to 50 yards and knock all enemies back behind the wall
Wall Of Zombies Picture
Suffers from the same problems as the "Fire wall" rune, however the knock back effect with strong-arm bracers makes for an interesting combination. The weakness of this skill lies in that if the enemy doesn't touch the wall they will not take damage, and the way the zombie wall is cast doesn't hit enough enemies within its radius.*
Skill Rune - "Ring of Poison" Summon a 15 yard radius ring for 5 seconds that poisons nearby enemies, causing them to take 1200% weapon damage as Poison over 8 seconds
Ring of Poison Picture
One of my favorite "Wall of Death" Skill runes. Poison is a very strong element choice with Witch Doctors, and synergies well with many skills. The overall utility as compared to "Communing with Spirits" is lacking, however the overall damage output, Worm Wood with Kani Cube Effect "Furnace" makes for a very strong Wall of Dead rune to use.
Skill Rune - "Surrounded by Death" Raises a circle of zombies from the ground that traps and attacks nearby enemies for 1000% weapon damage as physical over 4 seconds.
Surrounded by Death Picture
*The circle radius is very nice for the skill, it entraps enemies, and deals damage to any enemy that touches the wall of zombies. Out of both physical elemental property skills for "Wall of Dead" this seems to produce the best results due to its utility, and damage*
"Confidence Ritual" You deal 25% additional damage to enemies within 20 yards.
Nothing much to talk about here, solid new passive that gets the job done. You should take whenever possible due to its effects. wouldn't be surprised if a lot of players build this into a viable Hellfire Amulet option.
I'm going to keep this short and straight to the point. The crafting recipes that comes with the cube are solid, and will allow for us to easily build ancient, legendary sets and maximize our itemization to push high level greater rifts. With that being said, the major purpose of the cube is to provide us legendary affixes of some of the most important, and powerful items in game. With the ability to have 1 armor, 1 weapon, and 1 jewelry legendary affix equipped to our character, "Ring of Royal Grandeur", "Unity Ring", and "Mask of Jeram" , "Star Metal Kukri" don't have to take up precious item slots, and can allow for us to really push some powerful build combinations.
Weapon Kani Cube Popular Choices
- * Start Metal Kukri
- * Rhen'Ho Flayer
- * Furnace
- * WormWood
Armor Kani Cube Popular Choices
- * Mask Or Jeram
- * Carvnevil
- * Grin Reaper
- * King Leoric's Crown
- * Strong Arm Bracers
- * Belt of Transcendence
Jewelry Kani Cube Popular Choices
- * Ring of Royal Grandeur
- * Unity
- * Convention of elements
New Arachyr Set & Changes to Helltooth
First we will cover what changes happened with the Helltooth set, showing off how the original set was, and how it has evolved since then.
Pre-Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
* 500 Int for a 2 Set bonus use to be solid, but with all the changes to most of the class sets, 500 int isn't what it use to be.
**(4) Piece Set Bonus**
* Reduction in the Wall of Zombie cast, was only meaningful if paired with Legacy Legendary items, than enabled for a 0 Cool Down Zombie wall build.
**(6) Piece Set Bonus**
* 300% Damage dealing Acid attack, that only hits in front of the Zombie Wall, that scales with physical damage, a very lack luster 6 piece bonus, and didn't enable the build to really do much.
Patch 2.3 Helltooth Version
**(2) Piece Set Bonus**
Solid 2 Piece set bonus, Marks the target with Necrosis (Slows, 1000% Weapon Damage, Increase Damage taken 15%, for 10 seconds), with most of the skills that WD use. A way better setup then the previous 2 piece set implementation, and provides group utility with the 15% increase Damage on monsters inflicted with Necrosis.
**(4) Piece Set Bonus**
* This is Where the damage mitigation comes in. You will notice that this occurs in all major sets for WD outside of the Jade set. As long as an enemy is inflicted by Necrosis you take 50% less damage, this will allow for us to get the toughness in which we need, without sacrificing to much damage in our gear setup.
**(6) Piece Set Bonus**
* 300% Increased Damage, per wall of Death cast, stacking up to 3 times. This is the bread and butter that really makes the build function. 900% increased damage, with Zombie Charger/Gargantuan is all you need to push this build up towards greater rift 60, and beyond
New Arachyr Set
**(2) Piece Set Bonus**
* 2500%(Up from 1500%) Weapon Damage dealing spider queen. She is controlled to move where ever you cast corpse spiders. She does AOE damage, and slows enemies. Not the strongest of 2 piece set bonus, but bane of trapped works well with it, and the damage she deals is "solid".
**(4) Piece Set Bonus**
* 40% Damage reduction when Hex is active, also it gains the effect of Toad of Hugeness automatically.Provides a small heal based upon your life per-second over the course of 10 seconds. Hopefully blizzard ups the damaged reduction to a clean 50%, and re-evaluates the healing effect of this bonus. But overall, it provides the toughness we need to survive higher level greater rifts.
**(6) Piece Set Bonus**
* 800%(Up from 500%) increased Damage to our creature spells. Gonna be honest here, the idea behind this 6 piece is pretty cool, however the only note worthy "Creature" spell that can actually get the most out of this bonus is Locust Swarm. Increasing the damage of this bonus, and or re-working the creature skills in general is necessary in my opinion to change the set for the better. However that might need an extended amount of time to work, so maybe altering how the 6 piece set bonus might be the best direction for blizzard.
* Hell Tooth
New Witch Doctor Items
Fantastic Legendary item that combos in with the new Hell Tooth changes. Cast three Wall of Deaths, for the price of one? Pretty much no brainer here, with the Helltooth 6 piece set bonus that amps damage per Wall of Death Cast.
**Coils of the First Spider**
The initial implementation of this item was lack luster, however with the change to reduce damage taken while channeling Firebats does make it interesting to look at a second time. The problem doesn't lye within the item, but the skill, now blizzard has made some changes in terms of mana management, and overall damage of fire bats but it just doesn't seem to be enough. Firebats needs a serious re-working, or some type of Damage increase within the item, to get it being used on a regular basis.
This is the new seasonal Witch Doctor Item coming in Patch 2.3 Season 4. It has a very solid damage mitigation effect, combined with a strong crowd control charm. Was very pleased with the overall testing of this item, and a good example of what a "solid" legendary looks like. It may or may not be used at the highest level of Greater rifting, but will provide ample damage mitigation until people are able to start pushing toward end game gear progression.
Greater/Nephalem Rift Changes
*Evolution of Bounty/Rift System*
- * Bounties Provided 5/6 Rift Keystone Fragment per full clear
- * 5 Rift Keystone Fragment were needed to open a rift (Only one person needed to open them)
- * Greater Rifts were released
- * Rift Keystone Requirement reduced to 1 per player
- * Rifts had a % based chance to drop Greater Rift Trial Keystones
- * Players would defeat monsters in Trials to determine what GR level they would start on
- * Nephalem Rifts no Longer require any Keystones to open
- * Greater Rifts no Longer require trials to be completed, players can now select their rift difficulty
- * Gems can no longer be upgraded unless a player successfully clears the rift
The only things that I feel might change in the up coming weeks to this list, is the overall placement of Carnevil, and Helltooth/Garg Builds. Blizzard stated that Helltooth in fact will receive another buff, and that Carnevil will have a change to the build to help "reduce lag" that the fetish darts can cause. I don't believe Arachyr, or Jade will be able to compete with Helltooth, or Zunimassa for at least this upcoming season.
* 1. CarnEvil (As long as future changes don't impact the build negatively)
* 2. Helltooth/Garg
* 3. Melee/Zuni (As long as your using Bane of the Stricken)
* 4. Arachyr/Locust Swam
* 5. Jade
Witch Doctor 2.3 Meta (Conclusion/My Thoughts)
- * In previous patches it was ok for the Witch Doctors solo builds to fall behind when compared to other classes. This was due to the fact that what we lacked in solo play we made up for in groups. It didn't matter if it was 2, 3, and 4 person groups a Witch Doctor was always represented, because our support build was so dominant.
- * When the changes to crowd control went thru in rendered the Zombie Dog "Stun Lock", and Tikilidan Visage "Perma-Fear" builds useless. This was perfectly fine, as long as our solo capabilities received some type of "boost/buff".
- * Currently our solo builds are suffering greatly when compared to other classes, but until the PTR is officially announced "completed" their is still a chance that things can do differently. Their also might be a possibility we can still provide groups great utility with a new support focused style of build, but it has yet to be made/discovered yet.
Overall I think we have a variety of builds we can use to effectively hit Greater rift 50. Now I don't expect all of these builds to be 60+ viable, but 2 out of the 5-6 Builds we have would more than enough. The only thing I don't agree with is undermining the hard work, and effort that goes into making these builds solid, only to nerf them later Ex: Jade Set , and potentially future changes to CarnEvil.
Witch Doctor isn't in a great state at the moment, but that doesn't mean we lack potential to become better then what we currently are. Hopefully towards the end of PTR Patch 2.3 we will be in a much better state, otherwise we might end up taking seat for the next season.
Apr 10, 2015Fehfeh posted a message on Levelling 1-70 FAST in Season 3 patch 2.2 My GuidePosted in: Diablo III General Discussion
I'm not going to debate whether or not you should play expert, but math has been done, testing has been executed, and noone has found expert more efficient than hard. If anything, skilled groups who knows how to gear could possibly change to master difficulty at some point during the process, brobably somewhere after lvl 15 when you can socket weapons with rubies, and probably bump up to master or T1 at lvl 40-45 after crafting a lvl 60 weapon.
Regarding jewelry: You'd want to look for jewelry which has the +dmg affix. They provide the biggest damage boost. AS & Area dmg are pretty useless in comparison.
Also, don't waste a single crafting material during your lvl up. The only situations where you'd want to do that is if one or more pieces of gear are way lower lvl than what you can craft, and you haven't found usable upgrades in a while. The reason you don't want to waste your materials is because at lvl ~40 you'd want to craft a lvl 60 weapon and reroll one of its secondary stats to reduced lvl requirement. This provies a huge damage boost to your character. Depending on how many mats you have, you'd probably want to wait untill lvl ~45 because getting a perfect -20 is more difficult than -15 or lower. Also, look for a weapon with a CC affix as secondary stat, as that reduces the number of possible affixes, granting you a higher chance of rolling -lvl req.
Regarding leorics: You should atleast wait untill lvl 17+ before you start. The reason is that the density and xp everywhere from start to finish is horrendous so you're better off speedclearing/running through the quests only killing the monsters that has to be killed like bosses, and small clusters that prevent your movement. Every class except wizard has already got one or more mobility skills enabled before lvl 17 so if playing in groups the fastest one should be the one running the quest (preferably a crusader, barb, DH or monk), with party resting in town, only porting in on boss fights and multiple-direction areas like the cryps and cathedral. Having someone in town will also speed up the process of finishing and starting new quests.
Regarding bounties: These have been changed up quite a bit. A lot of bounties have been removed, and a lot of new ones has replaced them. I haven't seen any good tests on whether or not these new bounties are worth the time, but I guess that some of the existing ones are still worth the time.
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