Real easy...and they're on the PTR, too, not just the beta...I love those things.
They appear as yellow pools, in spots where a healing well would be, though they appear much rarer than you'll see healing wells. When you "drink" them, you gain a flat increase of 25% XP until you gain a certain amount of XP via the buff...and it goes away when that character dies. Meaning, your Barb can't drink a pool, then you log in with your Monk and he gets extra XP as well. However, it does last beyond logout. So if your Barb gets one, and didn't expire the XP buff when you logout...when you log in with your Barb again, it'll still be there.
- Thornagol
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Last active Sun, Jul, 30 2017 14:01:11
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CardinalMDM posted a message on Pools of Reflection?Posted in: Diablo III General Discussion -
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OptimusPrime posted a message on Stop wasting my mats!Found an awesome item that with a nice re-roll of stats from the lovely Mystic was going to be perfect! Before I got down to clicking and hoping for RNJesus to bless me, I ran upstairs to refill my coffee. When I got back to my chair, my wife was sitting in my seat, clicking the enchant button and enchanting a white item to have +5 to white.Posted in: Diablo III General Discussion
I started screaming at her. "WHAT ARE YOU DOING?! YOU'RE WASTING MY MATS, WOMAN!"
and then I woke up, to my wife standing over the bed staring at me with astonishment (the smells of freshly brewed coffee on the air) while I thrashed and muttered...."wasting my mats!"
She started at me for a long moment, sighed and walked out of the room.
And the funny part is: I'm not even in the Beta. -
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Bagstone posted a message on RoS Open BetaShield generators don't work the way they're supposed to work, in particular Deflection is still bugged afaik. If it's not bugged, then the game is out of balance; right now the only way to survive as wizard on 70 is go full freeze mode or kite like hell. But there are some skills that suggest that a more tanky wizard should be possible, and right now I don't see that working out. With removing life steal Blizzard went down a dangerous path, balancing defensive spells and life regeneration for different classes (monks and barbs seem to have quite an easy way out here). But yeah, different thread... once the patch hits, I'll update my thread in the wizard forum in case you're interested.Posted in: Diablo III General Discussion -
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Bagstone posted a message on What class for RoS?The class that you like the most, and don't dump 2-3b into gear that you're gonna throw away in less than two months. You could even gear all 5 classes for that money, play whatever you like and switch around a bit, and still have some money left for RoS (though you don't need that much anyways).Posted in: General Discussion (non-Diablo) -
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Jaetch posted a message on Full Uncut Nephalem Rift Run (Torment II)Gonna take a break from running the Beta for just a little while so I can go back to Paragon leveling in live.Posted in: Wizard: The Ancient Repositories
Anyway, here's the progress I've made so far after re-importing and wiping my characters for like the third or fourth time. I decided to play around with a cold-based Meteor wizard and I think it does a pretty good job for normal farming runs.
Rift Guardian took forever, though. Oh, well.
Here's a full uncut Nephalem Rift run on Torment II.
Gear: -
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Zero(pS) posted a message on G2PLAY Offer, is this for real?Posted in: Diablo III General DiscussionYeah, I'll keep an eye on those. People are allowed to discuss whether a specific site is legit and ask around for insight from other users, but let's not turn this thread into an ad thread -.-
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MrMonstrosity posted a message on Gems and sockets, giving us choices that matter.One feature that's gone without change leading into Reaper of Souls has been socketing and gemming. While we have seen the addition of a single new gem type things have pretty much been kept the same since the original release of Diablo III. Other than the few choices we have when deciding which gem to use in our helm or weapon (if they have sockets) there isn't much else to decide on. In every other slot we're left with only two choices, All Resistance (Diamond) or a gem type corresponding to our chosen character's primary attribute. There have been many suggestions from the community as to how the feature could be improved but most of these have been mainly asking for Diablo II style jewels and Runes. We know from interviews that the developers have experimented with adding jewels to the game but couldn't find a solution which they found adequate. I've been experimenting with a couple of my own suggestions to see how I could take the current bland system and rework it into something which would present us with new interesting choices. The goal was to make the system offer interesting choices while utilizing the current gems and and sockets we already have available in the current game. Before I start going through each of my ideas I would like to emphasize one important suggestion which applies to every single one, PRIMARY STATS NEED TO BE REMOVED FROM GEMS AND REPLACED WITH INTERESTING CHOICES. Choices such as the types we are presented with when gemming our helm or weapon, these should be applied to all item slots. Primary stats could be still used if needed, but instead of reading "+100 Strength" each occurrence could read "+100 Primary Stat" in order to work with all classes. I think this would go a long way in allowing the gem and socketing feature to be reworked. Keep that little suggestion in mind when going through my ideasPosted in: Diablo III General DiscussionLegendary "Activated" Properties
The first suggestion I came up with is probably my favorite. The idea would be to rework some legendary items or introduce new legendary items with unique properties that could only be activated by using the required amount or combination of specific gems. Activating these properties would work in a similar way current set bonuses work, except they wouldn't follow any specific order and would only require using the correct gems indicated in the item's tool tip.- Unique legendary properties are only activated when the gem requirement or combination is met. Requirements could be anything from 3 of the same type of gem to an odd combination of gems (1 Topaz + 2 Diamonds).
- The requirements take into account all gems placed in sockets shared across all equipped items.
- Multiple legendary properties on the same item can all be activated at the same time, as long as each requirement is met.
- Different items with gem activated properties would share the same pool of equipped gems.
Interaction Between Gems, Legendary Properties, and Skills
This concept isn't exactly new, we already see it present in skills such as the Crusader passive below: Finery (Passive) - Gain 70 resistance to all elements for every different color gem socketed into your gear.
If you have 5 different color gems socketed into your gear, you gain another 70 resistance to all elements. My suggestion is to bring similar ideas and properties to legendary items. Allowing our gemming choices to have a direct influence on a particular item either by modifying a skill or creating a more potent property would add so many new and much needed choices to socketing and gemming.- Adding legendary properties to items which either modify skills or make the properties more potent.
- They don't necessarily need to promote stacking one single gem type, effects similar to the Crusader's Passive Finery could be used.
Matching Gems to Sockets
I'd like to make it clear before I jump into this suggestion that I don't think it's in any way the best solution for Diablo.This idea is direct spin off of the World of Warcraft's socketing feature. If each socket rolled with a random color corresponding to one of the already existing gem types we'd be given the choice to either gem the item to activate the socket bonus, or ignore it if we'd like to focus purely on the stats given by gems.- Each socket would randomly roll with a random color corresponding to one of the already existing gem types.
- Placing a matching gem in each of the item's sockets would activate the legendary property or bonus for that item.
- Socket colors would be generated randomly but could be enchanted or "rerolled" by the Mystic.
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Vyce223 posted a message on RoS Beta It has a worse end-game than D3 Vanilla, loot 2.0 is a joke.Posted in: Diablo III General DiscussionBagstone generally types out what I'm thinking about a post but can't be arsed to type out. +1
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US translation
Toughness = 100,000 x (T-level(1.12^T-level))
EU translation
Toughness = 100.000 x(T-level(1.12^T-level))
Examples.
T3 = 100,000 x (3 x (1.12^3) = 421,478.40 Toughness Score
T6 = 100.000 x (6 x (1.12^6) = 1.184.293,61 Toughness Score
For group play, I'll reduce 1.12 to 1.1 or 1.08, depending on the amount of CC and how good the tank is in the group.
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If someone is using an add-on that puts numbers over the cooldown animation on the bar, then they are violating the ToS and risk being banned. I wouldn't do it if I were you. However, I would love to see Blizzard add that option in the UI settings for those that want to enable it.
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I understand that there are a lot of people who think that RoS doesn't have an end game. As someone who doesn't have beta access, I can't confirm nor deny I feel that way about the expac, for the love of all that is holy, can we just create a sub-section in the forum for these threads and hide them from the "top feeds" section. I'm getting sick of people posting threads with no rational reason for the titles. I see some of these "RoS sucks" or "RoS has no end game threads" that make valid points, but a lot of them are just people whining that their most wanted idea wasn't implemented exactly like they wanted it to be.
We all have the right to criticize, but at least give a rational argument to your viewpoint and provide reasonable suggestions for improvement. Now, I'll stop my own whining and get back to work.
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Softcore: Existing death penalty.
Ladder: Stricter death penalties (which would make the race up the ladder more fun/meaningful)
Hardcore: Existing death penalty
Ladder could be the middle ground for those not happy with the current punishment schema.
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For example, DH really only have 2 weapons that are worth using. I think that allowing you to enchant/stat swapping your items to make it more customized (and making it soulbound) could really help the itemization issue.
Enchanting
I have a boots and I have collected a recipe to enchant any set of boots with a spell that reduces my discipline cost for vault. As a heavy vault user, I spend the 100 DE to enchant the item to make me slightly more powerful in the way I want. I can enchant over it later with another spell for another 100 DE if I change my playstyle.
Stat Swap
I have a Mempo that rolled +205 healt regen. I use 100 DE to swap the stat to crit; however, since 205/342 = 60% of a perfect roll for that stat, then my crit roll can only be 60% of max roll. This would swap the 205 health regen for 3.6 crit.
Main stats would roll at half value. For example, I have a piece that has 100 dex, 100 str, and 100 vit. I'm a barb, so I don't really care too much about the dex, so I spend 100 DE to roll that stat into my vit. It's 100/200 for the initial stat roll (50%) but it gets discounted by another 50% due to being a main stat. After swapping, my stats look like this: 100 str, 125 vit.
In regards to skills, they need to revamp them so they interact in different ways with each other. A couple examples:
1. I'm a barbarian that uses Earthquake and Revenge. Everytime that I use revenge, it extends the duration of earthquake by 1 second and lowers the cooldown by 10 seconds.
2. I'm a DH that uses sentry and rapid fire. When ever I am within 10 yards of one of my sentries and I use rapid fire, then my sentry starts to use rapid fire too.
3. I'm a wizard. I shoot an energy twister through my blizzard to have it collect ice shards to deal additional damage with a chance to freeze on hit.
Finding those skill combinations that work well together and fit your playstyle would make the game much more interesting.