Diablo III |OT2| Queues Rise. Servers Fall.

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Thinking about using Evasive Fire as my left click. I spam Frost Arrow anyways because of Bat Companion so the only time I stop attacking with Frost is when the mob is right beside me and I need to get out. Though it does lack aoe presence, but it should be fun for inferno! :P
 
so gaf apparently before I begin nightmare I have to be level 50..

Well, I'm halfway through 49. Where do you guys recommend I farm? I would like the optimal spot for farming for both for xp and loot :) ty

50 is just insane whoever told you that is full of it.

I tend to farm the sewers in act 2 or do the end of act 3 in to the first part of act 4. I don't believe in optimal spot for both just good spots for either and simply switching between the two. If you grind for loot make sure you got good MF gear it's difference between getting good items and just modest ones.

Didn't post this before but figured why not.

DH0001.jpg


I used AH and my coop friends for this been a good 4 days of grinding and just getting our group all in to nightmare and above.
 
Anyone have a fast build for 30-40 witch doctor? I've heard all about that Vision Quest thing but what to do before that to be most efficient? I've mostly been dogs(absorb)+gargantuan(elite boost)+bats(dire bats)+soul drain+acid pool and the splinters blowdarts. Sorry for the vague names, I can't remember the real ones.

I was running:
Poison Darts (Splinter)
Fire Bats (Dire Bats)
Spirit Walk (Honored Guest)
Soul Harvest (Siphon)
Hex (Hedge Magic)
Gargantuan (Humongoid) Also can swap this for Grasp of the Dead

Passives:
Bad medicine or Jungle Fortitude for Damage Reduction
Spiritual Attunement for Mana Regen
Spirit Vessel for Cooldown reduction for Spirit Walk and Soul Harvest

Also might like Gruesome Feast or Blood Ritual if you need more mana.

Do yourself a favor and get a high damage 1 hander and offhand or two hander from the auction house. The biggest problem I had in Nightmare was being under geared when I started, and getting higher damage output mitigated most of my issues.
 
so gaf apparently before I begin nightmare I have to be level 50..

Well, I'm halfway through 49. Where do you guys recommend I farm? I would like the optimal spot for farming for both for xp and loot :) ty
Pretty sure you mean hell :p But yeah, the start of act 3 is a great spot to grind experience. Kill the small guys and proceed on for 5 minutes, rinse, repeat.
 
Does the Demon Hunter Rapid Fire skill lose it's usefulness in higher levels? Right now it chews through everything.

I like using Caltraps and spike traps on larger groups and I'm almost always just spewing rapid fire hot death. I use Cull the Weak, since I slow everyone with the Caltraps. I also use Vengeance to keep up my hatred. I use Smoke Screen with the speed buff so I can either escape a sticky situation or quickly grab health globes to recover hatred.

Obviously, all of this becomes meaningless because I'm still on ACT II of normal and virtually any tactic will work. I'm just curious if this tactic will completely fall apart on higher difficulty levels.

I have found DUAL BIG MASSIVE SHURIKONS very good
 
Does the Demon Hunter Rapid Fire skill lose it's usefulness in higher levels? Right now it chews through everything.

I like using Caltraps and spike traps on larger groups and I'm almost always just spewing rapid fire hot death. I use Cull the Weak, since I slow everyone with the Caltraps. I also use Vengeance to keep up my hatred. I use Smoke Screen with the speed buff so I can either escape a sticky situation or quickly grab health globes to recover hatred.

Obviously, all of this becomes meaningless because I'm still on ACT II of normal and virtually any tactic will work. I'm just curious if this tactic will completely fall apart on higher difficulty levels.
Rapid fire has it uses on single mobs, but elemental arrow with lightning or rain of vengeance kills a group of mobs much quicker.
 
there we go :) It's good for lewts and XP? And the very beginning of act 3? the oasis? ehh.. :P
Act 3 isn't the oases :) Just do half of the "Siegebreaker" quest over and over again.
It's only good for XP!
 
@Felix Lighter Rapid Fire is great IF you build around it. Mark + Bat = nearly continuous stream of RF. Otherwise, it's meh. Paired with SS, it makes for a great boss killer.

Question about farming money. What's the best way to do this? I'm in Act II Hell and really need to adjust some stuff on my gear. I can't afford any of the shit I want on the AH, so I want to build some money up to shop around. Help?
 
Rapid fire has it uses on single mobs, but elemental arrow with lightning or rain of vengeance kills a group of mobs much quicker.

Thanks I will try that out during my grind today and watch the madness grow even stronger.

Have any other DH combos to try out now that I'm in nightmare and have good gear?

While I don't have numbers I mentioned the sewers in act2 do the job, the one with channels where you find the jeweler in a barrel. If you have the gear and get lucky lots of rare mobs and good loot/grind, though its for that not xp.
 
I was running:
Poison Darts (Splinter)
Fire Bats (Dire Bats)
Spirit Walk (Honored Guest)
Soul Harvest (Siphon)
Hex (Hedge Magic)
Gargantuan (Humongoid) Also can swap this for Grasp of the Dead

Passives:
Bad medicine or Jungle Fortitude for Damage Reduction
Spiritual Attunement for Mana Regen
Spirit Vessel for Cooldown reduction for Spirit Walk and Soul Harvest

Also might like Gruesome Feast or Blood Ritual if you need more mana.

Do yourself a favor and get a high damage 1 hander and offhand or two hander from the auction house. The biggest problem I had in Nightmare was being under geared when I started, and getting higher damage output mitigated most of my issues.

Thanks a lot! The things I'm not familiar with in that build are basically Hex, Spirit Walk and Spirit Vessel. Didn't try Hex much yet and Spirit Walk seems to always be over so fast that I kinda just stopped using it as soon as I got it.
 
Ok, thanks for the tips guys. I guess I'd hate to build up muscle memory for something that is going to be useless shortly. Ha ha

How about the Caltraps and Spike traps for groups? Are those ineffective later on? I'm loving them right now.
 
How do you keep
farming Azmodan over and over
?

Use the change quest feature.

Felix Lighter caltraps and the other slows can always be synergized with other skills it just a matter of finding comfort with them. I use caltraps all the time in nightmare with the spike rune it does a ton of damage with any of your steroid skills or if you coop people with good aoe setups.
 
@Felix Lighter Rapid Fire is great IF you build around it. Mark + Bat = nearly continuous stream of RF. Otherwise, it's meh. Paired with SS, it makes for a great boss killer.

Question about farming money. What's the best way to do this? I'm in Act II Hell and really need to adjust some stuff on my gear. I can't afford any of the shit I want on the AH, so I want to build some money up to shop around. Help?
I'm trying Mark now. I realize I never really use Vault for escaping so I might as well replace it with Mark.

Thanks for the advice.
 
Since it isn't percentage-based that isn't too surprising. Eventually the buffs from equipment would be high enough that the extra INT from SH would be less meaningful.

What's your Inferno build look like?

Inferno has seemed silly to me from the outset with the devs saying that they essentially had their guys play through it and then simply doubled the difficulty, or whatever. I'm not sure how that's conducive to any form of balancing.

My Inferno build is kind of... unorthodox, I think. Though I suppose the game is new enough that there's not much orthodoxy for me to deviate from.

It's basically a totally tanking- and kiting-oriented build that has no mana regen to speak of and so basically doesn't spend any. Poison Dart with Splinters is the main single-target DPS, Firebomb with Flash Fire is the AOE attack and is also used because it can hit things that are off-screen, Spirit Walk is my general healing/kiting/traversing/fleeing skill and is used because it is the best Witch Doctor skill I mean seriously, Soul Harvest is there for the DPS boost but also because of inertia, Gargantuan is my main tank and the AOE stun comes in handy far more often than I expected, and Zombie Dogs are theoretically there for the 10% across the board damage reduction but are actually there because I am taking those dogs to the end of Inferno no matter how useless they are and there is nothing the game can do to stop me.

The passives are all totally survival-oriented. Jungle Fortitude is obvious, Zombie Handler increases the amount of time my pets can pull aggro, and Spirit Vessel is a Get Out of Death Free card on a 90-second cooldown that also lowers the cooldown of my most important survival skill.

I exclusively play solo and have the Enchantress tag along for bonus DPS and for the 15% armor increase. Templar's heals have the same problem the Witch Doctor's integer-based heals do and become useless and I've got plenty of things to draw aggro already, and the Scoundrel doesn't do anything to boost my survivability. I also think that in most situations the Enchantress actually out-damages him thanks to her surprisingly effective AOE attacks.

It's basically the build I cleared Hell with, and it's held up in Inferno better than I expected it to, frankly. I can actually handle most unique enemies that don't have Waller, though depending on the skill loadout it can take forever and a day to whittle them down so I end up skipping quite a few of them purely in the interest of time.

I've always taken that quote as a hype-inducing sound bite more than anything. I'm sure they put more work into it than that.

After actually playing Inferno I'm inclined to think that the accusation that nobody ever really played it has merit. It is a very silly difficulty setting that makes very little sense.
 
I really wish they would fix the AH since it seems to be a pile of shit to use right now. Depending on how you sort it, different items show up.
 
Thanks a lot! The things I'm not familiar with in that build are basically Hex, Spirit Walk and Spirit Vessel. Didn't try Hex much yet and Spirit Walk seems to always be over so fast that I kinda just stopped using it as soon as I got it.

Hex is awesome because with hedge magic it periodically heals you and also turns enemies temporarily into chickens that take more damage and cannot attack you (Yes even elites). To top it off you can pretty much always have it running because of low cost/cooldown!

Spirit walk basically makes you invincable for 3 seconds and allows you to phase through enemies without being hit. You can also rune it to restore 30% mana, 10% health or make it last 5 seconds per cast. Also low cost/cooldown, and combined with spirit vessel it auto revives you in fights!

Basically these skills will go a long way in helping you survive as you move forward. Unfortunately Garg seems to die faster and faster about act 3 nightmare and forward. Once you get Vision Quest you can spirit walk into a crowd, cast Soul Harvest and Hex, and then use Grasp of the Dead on the mob. This triggers Vision Quest and allows you to Fire Bat spam them all to death. Finding this to work really well in Hell so far.
 
Biggest thing I'd say is Smokescreen. It's pretty much a staple on survivability. I think I cheesed a lot of NM with some Smokescreen -> Multishot + Suppression fire tactics.
Allready wanted to ask that some days ago, why Suppresion fire? You really have enough discipline for Vault and Smokescreen with Preparition.

Besides I agree about Smokescreen. In my opinion Smokescreen, Tumble and Prep are a must have.
Picking those will leave you with 3 offensive spells. One builder, one single target for elite packs and Multishot. Or Chakram, if you prefer that skill(personally I would pick multishot anyday!!). For bosses switch the AE skill with Marked for Death.

To the poster who had some problems: I think your biggest issue is that you see the DH as a glass cannon damage dealer. Given, I play HC and have quite a different approach about surviving, but still - no need to go all out deeps.

So, what can you do? First thing, adjust your playstile. I'll take my build(hungering,impale,multishot) as an example:
-Use shift leftclick alot. You can hit stuff 2 screens away with your guided arrow.
-If you see a pack of rare mobs, use Smokescreen and run into them. Spamm all you hatred with multishots(20 hatred cost reduced rune). Then tumble away twice(again, cost reduced for the second on) and spam Hungering. Most likely rare packs are dead now. If not, repeat.
-Don't know what else to say ... thats basically all there is.

Itemwise:
It's fine going all out dex for SC if you know how to stay alive with SS/Tumble. But there is no shame in going tanky and using a shield. If you have a 1h crossbow a good shield with shitload of dex can give you even more dmg than a lousy 10 attackspeed/20 dex offhand.

My DH in MF gear ... usually using 1h/shield. Running at beasty 18k life, 40% absorb, 25% dodge and 20% chance to block ~250 in my tanky setup.

 
how do people feel about the waypoint system?

its been irritating me a lot. theres no point to them now.

theres just too many checkpoints along with your tp that renders them unnecessary.
 
Hex is awesome because with hedge magic it periodically heals you and also turns enemies temporarily into chickens that take more damage and cannot attack you (Yes even elites) to top it off you can pretty much always have it running because of low cost/cooldown!

Spirit walk basically makes you invincable for 3 seconds and allows you to phase through enemies without being hit. To top if off you can rune it to restore 30% mana, 10% health or make it last longer every cast. Also low cost/cooldown, and combined with spirit vessel it auto revives you in fights!

Basically these skills will go a long way in helping you survive as you move forward. Unfortunately Garg seems to die faster and faster about act 3 nightmare and forward. Once you get Vision Quest you can spirit walk into a crowd, cast Soul Harvest and Hex, and then use Grasp of the Dead on the mob. This trigger Vision Quest and allows you to Fire Bat spam them all to death. Finding this to work really well in Hell so far.

Awesome explanation, thanks!
 
Hex is awesome because with hedge magic it periodically heals you and also turns enemies temporarily into chickens that take more damage and cannot attack you (Yes even elites) to top it off you can pretty much always have it running because of low cost/cooldown!

I decided WD would be my (new) alt to get to Inferno once I saw Hex chickens.

I literally couldn't give a shit about anything else the class does.
 
lvl 58 11000DPS and getting rocked in hell ActIV

In Hell you are going to want to stack a fair amount of vit IMO, it all depends on how fast your reflexes are though, if you are finding you are getting hit before you can react then you will need to trade some of that DPS in for survivability.

Some combinations of mob buffs are almost impossible, something like Mortar, Jailer and Fast will pretty much wipe anyone.
 
I decided WD would be my (new) alt to get to Inferno once I saw Hex chickens.

I literally couldn't give a shit about anything else the class does.

You can attach a Rune to Hex that makes the skill turn the Witch Doctor into a chicken that runs around and explodes.

Its practical application is nil, but it is wonderful nonetheless.
 
So when does it became necessary to equip your entire character with AH items? I'm only upgrading my weapon through the AH and I already feel overpowered for my level. (On Normal at the moment)
 
I decided WD would be my (new) alt to get to Inferno once I saw Hex chickens.

I literally couldn't give a shit about anything else the class does.

I like the WD but it seems like most of my friends do more damage than I do. With all of his CC Skills I still find it fairly manageable to play solo.
 
What's the default setting for "Item Label Display"? The game froze for a good ~10 seconds, and thinking it was crashing, I hit alt-ctrl-del, but now item tooltips are showing up regardless of the setting. I assume the option will behave correctly once I log out and log back in, but now that I've toyed with it, I can't remember what the default setting is.

Edit: Never mind. As luck would have it, alt-tabbing out of the game seems to have fixed the issue.

Also, 17 hours into my Normal play-through and I still haven't reached Alcarnus in Act 2. Feels Goodman.
 
Thanks I will try that out during my grind today and watch the madness grow even stronger.

Have any other DH combos to try out now that I'm in nightmare and have good gear?

While I don't have numbers I mentioned the sewers in act2 do the job, the one with channels where you find the jeweler in a barrel. If you have the gear and get lucky lots of rare mobs and good loot/grind, though its for that not xp.
Marked for Death is a great skill for farming or to make up for a lack of gear. You can drop some damage/vitality gear in favor of magic find if you use Mark often. Contagion, Valley of Death and Grim Reaper all are pretty effective for helping take out packs of mobs. In inferno my damage is still solid, but Im having a tough time surviving. I have solid hp, dodge, and armor but I still need distance to be at peak damage. With all the special bonuses champions have, it is very difficult to get the separation needed. Between wall, teleport, fast, jailer, vortex etc, I havent figured out a consistent way to stay out of melee range. Even with high hp, things hit me like a mack truck. I have no difficulties killing things when I have range, but if they get near me, I drop before I can hit the potion button. It seems every class is struggling a lot in inferno though and no class is happy with their abilities in inferno.
 
how do people feel about the waypoint system?

its been irritating me a lot. theres no point to them now.

theres just too many checkpoints along with your tp that renders them unnecessary.

The waypoint/checkpoint system is fail in D3 right now.
 
Allready wanted to ask that some days ago, why Suppresion fire? You really have enough discipline for Vault and Smokescreen with Preparition.

I liked using a Rune to get infinite Smokescreen instead, really, not that the third utility slot has a lot of real competition (Shadow Power or Caltrops, I guess). DW Bows for Hatred generation allows for enough Hatred to afford Multis which leads into infinite Smokescreens until enemy count dwindles. It's mostly for clearing rooms of enemies with immunity status, though. Kiting lone enemies typically isn't that hard depending on their affixes. Against bosses, however, I'd rather have Prep.

How's the DH going in HC? I've been out of the thread for the past few days due to playing instead of posting lol.

My DH in MF gear ... usually using 1h/shield. Running at beasty 18k life, 40% absorb, 25% dodge and 20% chance to block ~250 in my tanky setup.

My Wizard partner has more total mitigation and like 5k more HP than my Monk somehow :|
 
Is there any kind of eta on the RMAH? or is it the usual soon(tm) i mean are we talking weeks or months here...

I received an in-game message last time I clicked on the "Currency" button in the AH. It said the RMAH was expected to launch before the end of the month... May 27, I think.
 
Is there any kind of eta on the RMAH? or is it the usual soon(tm) i mean are we talking weeks or months here...

I think it was originally supposed to be a week after release, but I suspect it's on indefinite delay until they know their network isn't going to take a gigantic shit a couple of times a day.
 
how do people feel about the waypoint system?

its been irritating me a lot. theres no point to them now.

theres just too many checkpoints along with your tp that renders them unnecessary.

I can only use them for one thing, start a quest that is advanced further than the waypoint I wanna use, then WP back. It is weird, it is one of the things that make no sense in the game now.
 
Play-through 2 complete: Never died in Normal, died in Nightmare a few times to unexpected Rare and Magical mobs, and never died in the boss fights (apart from once due to lag...)


Hell now awaits, and hopefully it makes my Wizard cry.
 
how do people feel about the waypoint system?

its been irritating me a lot. theres no point to them now.

theres just too many checkpoints along with your tp that renders them unnecessary.
Way points are only really useful in Act 1 when you go back to the cathedral, other then that you never really need them.

So when does it became necessary to equip your entire character with AH items? I'm only upgrading my weapon through the AH and I already feel overpowered for my level. (On Normal at the moment)

Really it depends on how lucky you are with your drops
 
Play-through 2 compete: Never died in Normal, died in Nightmare a few times to unexpected Rare and Magical mobs, and never died in the boss fights (apart from once due to lag...)



Hell now awaits, and hopefully it makes my Wizard cry.
It will.

You'll love the arcane, vortex, jailer combination.
 
You can attach a Rune to Hex that makes the skill turn the Witch Doctor into a chicken that runs around and explodes.

Its practical application is nil, but it is wonderful nonetheless.

Yeah, was speed running through NM last night to get a friend caught up to us in Hell and he kept running around in chicken mode for the hell of it. I can't really figure out what the hell it'll ever be useful for, honestly.
 
I have found a Wizard build that is AMAZING with anything. ANYTHING.
Will post a screenshot later, but it is totally my own idea :P
(
Hell-viable, ofc. Not inferno.
)
 
So when does it became necessary to equip your entire character with AH items? I'm only upgrading my weapon through the AH and I already feel overpowered for my level. (On Normal at the moment)
Depends. If you find good gear? Probably during nightmare. If not well ASAP?
how do people feel about the waypoint system?
its been irritating me a lot. theres no point to them now.
theres just too many checkpoints along with your tp that renders them unnecessary.
Agreed completely useless. I also dislike we can't move between acts in-game.

I also still haven't even gotten a legendary item. My friend got two already -.-
 
I am seriously starting to doubt the viability of melee classes in late hell and inferno. It's just not an option to not get hit. Kind of bummed I got a barb to 60.
 
I can only use them for one thing, start a quest that is advanced further than the waypoint I wanna use, then WP back. It is weird, it is one of the things that make no sense in the game now.

So disappointed that I couldn't use the waypoints to skip parts of Acts when trying to get a friend through Act 2/Act 3 faster.

It will.

You'll love the arcane, vortex, jailer combination.

The first group I got in Hell was an Arcane + Fire Chains + Plagued pack of those fast burrowing enemies in Act 1. In a narrow corridor in a cave. It was hysterical. In a "oh god we died again this is depressing" kind of way.
 
I am seriously starting to doubt the viability of melee classes in late hell and inferno. It's just not an option to not get hit. Kind of bummed I got a barb to 60.

Turn the idea around! No amount of micro will save a caster/ranger from a Vortex/Jailer or a Vortex/Waller. Therefore the idea is to assume that you WILL get hit - and therfore, embracing it with melee gives you a headstart with the innate damage reduction :D
 
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