Diablo III |OT2| Queues Rise. Servers Fall.

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None of those skills are useless, you just don't now how to apply them properly.

Dogs are mostly useless after Nightmare and Giant Zombie falls out of favor in Inferno. Pets are mostly used for tanking early on and they can't tank the stuff you really need tanked at the higher difficulty levels.

Firebomb: good for groups, good for destroying objects, good for indirect fire.
Soul Harvest: You do know what Int does for a WD, don't you? 150 Int per target, check your Damage/DPS figure, then drop soul harvest on a large group, then check it again. If that doesn't explain soul harvest nothing will.

Acid Rain: indirect AoE DoT. Particularly useful for damaging things you can't hit because they're putting up walls all over the place. ;)

Grasp: AoE snare, probably the best in the game, on any character.


Uhhh, I meant that those skills are the ones I use and use in my regular rotation

Hmm, I should have mentioned that in my post, I'm tired and forgot that key part haha
 
How was nobody taking any damage the entire fight? I'm curious to see what their gear setup was. Seems like they must have had like 90% damage reduction or more.
I've been pairing with a monk (I'm a barb) and their sheilding and heals make it really easy. Pretty much every boss fight in hell was just a tank and spank.
 
I started yesterday with a Demon Hunter, any tips? I tried to read this thread and other wikis and forums but I'm a bit lost with all the terms people use, they are not very friendly for a noob, I think we need a glossary of terms and abbreviations.
 
While all you DIII addicts wait, some comments from a Blizzard employee about the legendary gear:

Intended design is for an end-game characters to have a mixture of set/legendary, rare, and crafted items.

Legendary items are commonly not going to be the best items. It's a title that denotes a named item, with set stats, and a unique model. It does not mean they're the best items.

Completely random rares will be the best items in the game if they roll up the right stats.

the fact that legendary stats are about as random as rare stats is a big turn-off to me.

I couldn't disagree with you more. Having some randomization even on Legendaries allows for non-optimal affixes, which in turn allows for "perfect" Legendaries. That spread means that finding a Legendary doesn't mean it's the best it can ever be. That's what makes the item hunt exciting. Items with predetermined stats is not what this game is about.

Legendaries aren't better than average blues.
I hope you're not just looking an item's DPS as to whether it's better or not.

It was fun to find a great legendary in D2. It is no fun to find rares. It isn't hard to understand, legendaries should be much, much better then they are, and there should be more of them.

I will take that feedback. Thank you.

As to the "more of them", Diablo III at launch has more Legendaries than Diablo II had at launch. I'm sure we'll add more as time goes on, but I do not agree that we don't already have a lot.

If most of the time you finally catch a carrot and it's rotten, eventually you just stop giving chase.
If you'd like to give any specifics I'd be happy to write them down.

Blues are the best items in the game unless a legendary is top to bottom perfectly rolled then i get a slight upgrade.There are about 4-5 modifiers in the ENTIRE game that are useful.
While you're attempting to gear up and progress I have no doubt that you're correct. Stacking specific stats early on will have greater benefit in helping you get over the difficulty jump.


Last but not least:

Bosses Don't Drop Anything Good
Once you're 60 and can get the Nephalem Valor buff, boss kills are quite lucrative. (assuming 5 stacks)
Interesting commentary. Not sure how I feel about it (no, I know how I feel about it...not a fan), but it's interesting to see their reasons.
 
I started yesterday with a Demon Hunter, any tips? I tried to read this thread and other wikis and forums but I'm a bit lost with all the terms people use, they are not very friendly for a noob, I think we need a glossary of terms and abbreviations.

Ya I was getting owned by a certain boss before I got DC'd tonight. Any tips would be appreciated! Already got some but I still suck : (
 
Uhhh, I meant that those skills are the ones I use and use in my regular rotation

Hmm, I should have mentioned that in my post, I'm tired and forgot that key part haha

Spirit Walk is very useful. Get out of jail free card, can be modded to regen HP or Mana, among other things. Popular for making the most of Soul Harvest since you can use it to get into the middle of a pack and back out, allowing for maximum harvest numbers.

Big Bad Voodoo has great utility for the party. Really good to make sure your party can put enough damage on that treasure goblin before he can port out. Good all around boost for the party in any tough fight.

Charging Zombies - Zombie Bears is probably the best DPS the WD has.

Hex is nice. The uber mob does a lot less damage as a chicken, and takes more damage as well. :)

Mass Confusion is nice. The more enemy you render inactive the better in terms of damage mitigation.

Zombie Wall is great CC and Damage on normal and nightmare.

haunt and insect swarm are good dots, great for a kite build---I'm trying one of these after getting sick of spamming zombie bears via vision quest manipulation for the past 3 days.

There are builds out there to make use of just about any witch doctor skill. :) It is one of, perhaps even the most flexible class in the game.
 
Need some advice. Just hit level 60 on my wizard and put on gear I'd been saving in my stash. DPS jumped to 18k, 30k+ hp, all resists and damage reduction around 50% with my armor buff. What do I need to focus on moving on into inferno? Trading some HP off for more dps? I know 18k is not going to be enough. I still have a lot of upgrade room on most of my slots since just a few are level 60.


Edit: Also managed to have over 100 magic find with this set.
 

I like how he asks about DH and you point him to WD
KuGsj.gif
 
Interesting commentary. Not sure how I feel about it (no, I know how I feel about it...not a fan), but it's interesting to see their reasons.

Yeah, but I still think some tweaking can be applied. Some of those legendaries can be complete TRASH, which is silly given how rare they are. They should at least have some fixed stats like a legendary bow will come with DEX, VIT and 1 affix/or damage effect if it's not class specific 100% of the time.
 
Just hit level 60 on my wizard and put on gear I'd been saving in my stash. DPS jumped to 18k, 30k+ hp, all resists and damage reduction around 50% with my armor buff. What do I need to focus on moving on into inferno? Trading some HP off for more dps? I know 18k is not going to be enough. I still have a lot of upgrade room on most of my slots since just a few are level 60.

You may as well trade some HP for DPS as you are well below 1 shot range for pretty much all enemies beyond act 1 without running Force Armor (and if you are your VIT is really mostly working against you until they change how it works so it won't matter to lose the HP).


Yeah, but I still think some tweaking can be applied. Some of those legendaries can be complete TRASH, which is silly given how rare they are. They should at least have some fixed stats like a legendary bow will come with DEX, VIT and 1 affix/or damage effect if it's not class specific 100% of the time.

That is already how legendary items work. They generally only have 1-3 random properties, the rest are fixed with value ranges. The real problem with legendaries is there is basically nothing interesting separating them from rares beyond that fact.
 
I started yesterday with a Demon Hunter, any tips? I tried to read this thread and other wikis and forums but I'm a bit lost with all the terms people use, they are not very friendly for a noob, I think we need a glossary of terms and abbreviations.

Dual wield 1 handed crossbows. Don't worry about leveling up the blacksmith just buy items with Dex and Vit boosts from the auction house. Add me and I'll help you more when I wake up in the morning.
Trebor#1351
 
Is it a waste of money to level up blacksmiths? Jewelers? What should I be spending my money on right now. I'm level 46.
 
Is it a waste of money to level up blacksmiths? Jewelers? What should I be spending my money on right now. I'm level 46.

I wouldn't worry about it until later on. You can't level it fully without drops from the higher difficulties and by then you're swimming in gold. Upgrading stash first is the way to go if you haven't already.
 
Dual wield 1 handed crossbows. Don't worry about leveling up the blacksmith just buy items with Dex and Vit boosts from the auction house. Add me and I'll help you more when I wake up in the morning.
Trebor#1351

My DH have been using shield to boost block + 1 handed crossbow, do you think using dual wield is more effective for this class?
 
And perhaps fixing the issue that some Nvidia users have, where the temp of your graphic card almost make it melt thus shutting off the display drivers. :p The game was unplayable for me until I checked out the technical forum and saw a solution that worked for me. :]

Is there any direct way to fix it? While I haven't hd my machine shut off because of a good gpu fan curve setup this game is running hotter than something of it's level should be.
 
That is already how legendary items work. They generally only have 1-3 random properties, the rest are fixed with value ranges. The real problem with legendaries is there is basically nothing interesting separating them from rares beyond that fact.

Indeed. This is why I feel a buff to those special random properties to make them a bit more relevant and meaningful. Then again, your last sentence will be true so long as blues and yellows have the ability to have similar dps and buffs for your most important stats.

Let's say a hypothetical blue/yellow Wizard Staff had:

900dps/damage
+300 int
+289 vitality
+4% of damage returned as health


and let's say a Legendary had those same basic stats. What will the 1-3 extra random properties have that will convince me that the Legendary is worth 2,500,000c (because that would be the asking price) when that blue/yellow version will only cost me 200,000c? Those added features have to be pretty fucking spectacular or nobody will bother with buying them. They'll be nice drops, but nothing to seek out. idk.
 
No, there's no single player mode.

More accurately, there's no offline mode. Although there is no typical SP mode, it's entirely possible to play through the entire game solo if you so desire -- it's just that doing so doesn't remove the need for B.net.

Edit: Too slow on the draw, haha.
 
Can I get some thoughts on this Wizard build? I'm level 40 and I have ~1300 Int and ~4500HP, so I'm a bit squishy--I'm the figurative glass cannon to a tee.

http://eu.battle.net/d3/en/calculator/wizard#UcQRjm!YcX!aaZaaa

Right now, I mostly open with an Arcane Hydra in the midst of the enemy, then blast Obliteration Arcane Orbs into their midst to blow away small mobs and/or hurt bigger ones, Chain Lightning Electrocute with Prodigy to regain mana and damage a lot of mobs, and then teleport away in needed. For more difficult encounters, I pop my Archon, with Archon Destruction to also blow closer enemies apart.

There are a few things I may change when I have the level requirements--Improved Archon at 60, Fracture Teleport at 43, Tap the Source Arcane Orb at 45 etc.--but I'm open to suggestions on what's worked for you/the community is espousing as superior builds. A few people seem to be sold on Disintegrate, but it doesn't seem to have the DPS-to-Mana ratio I'm looking for. I'm also going to be looking out for my gear with vitality, because, though my "glass cannon" build is intentional--I'm mostly playing with a tank Barbarian--I still feel a bit more vulnerable than I'd like, and I'm only on Act II of Nightmare.
 
Is it a waste of money to level up blacksmiths? Jewelers? What should I be spending my money on right now. I'm level 46.

Wait until tomes are worth like 40 gold once more people get to inferno. For now the pricing on jewels isn't too bad (it's barely over 15% over cost to craft.. sometimes it dips even below that)
 
Can I get some thoughts on this Wizard build? I'm level 40 and I have ~1300 Int and ~4500HP, so I'm a bit squishy--I'm the figurative glass cannon to a tee.

http://eu.battle.net/d3/en/calculator/wizard#UcQRjm!YcX!aaZaaa

Right now, I mostly open with an Arcane Hydra in the midst of the enemy, then blast Obliteration Arcane Orbs into their midst to blow away small mobs and/or hurt bigger ones, Chain Lightening Electrocute with Prodigy to regain mana and damage a lot of mobs, and then teleport away in needed. For more difficult encounters, I pop my Archon, with Archon Destruction to also blow closer enemies apart.

There are a few things I may change when I have the level requirements--Improved Archon at 60, Fracture Teleport at 43, Tap the Source Arcane Orb at 45 etc.--but I'm open to suggestions on what's worked for you/the community is espousing as superior builds. I'm also going to be looking out for my gear with vitality, because, though my "glass cannon" build is intentional--I'm mostly playing with a tank Barbarian--I still feel a bit more vulnerable than I'd like, and I'm only on Act II of Nightmare.

I think you are going to need to take some defensive skills, because right now, you are not having any. I do not know what you would do if your teleport is on cd and a tougher end-Nightmare (lol) or real Hell champion pack would came to you.

Personally, I prefer always having Wave Force with the Stun modifier and Diamond skin with either the +absorb or the -arcane power cost (depending if I rely on its offensive or defensive side, obviously).

I also think that around that level, while Arcane Orb's damage is GAWDLIKE, you should definitely try out using Blizzard with freeze chance and do chain lighting+Blizzard, as that is way less arcane power intensive, so you would not need 4 arcane power / signature hit passive, so you could get either a defensive skill or cold blooded for more damage.

Also, if you are in love with arcane damage, there is a way, but it is an 50+ build.
 
Indeed. This is why I feel a buff to those special random properties to make them a bit more relevant and meaningful. Then again, your last sentence will be true so long as blues and yellows have the ability to have similar dps and buffs for your most important stats.

Diablo 2 already solved this, which is really frustrating. The value of uniques - and what defined them as a separate item class altogether - wasn't just that the properties were (almost) always fixed but that they often had unique properties not found on rares at all. Those properties were powerful and often represented the entire value of the item; Crushing Blow, Blinds Target, Freezes Target, Cannot be Frozen, Knockback, Deadly, Chance to Cast (X) when Struck/Striking, Ignores Monster Defense, the list goes on. When items lacked these unique properties, they usually made up for it by having a property that granted ranges that rares could not reach, or at least combinations of highly desired properties (ala shako).

Legendary items in this game basically have none of these elements. They seem to only reach the same potential values that rares do on the properties they do have, and don't have any unique properties of their own. There's nothing defining the entire tier of itemization other than they have a number of properties that do not change; they're just rares that are guaranteed to be average. Nobody's interested in finding actual average rares, much less ones that drop once for every hundred actual mediocre rares you pick up.
 
Good news for Barbs. Someone figured out how to tank A2. You just need some other peope to farm gear from Act 4 for you.

I'm running ~10kish armor, 900resists, 45k hp, with a good 1000+ 1h weapon, 20% shield with 3000-4000, and life leech.

Unfortunately, while Act 2 is tankable, Act 3 is not (you get 1 shot again). I feel that 14000/1400 (armor/resists) should be able to handle it, which should be doable in full archon gear.

Let me get my wallet ready for RMAH at the end of the month!! lol

Someone needs to edit that Spongebob chocolate gif for Diablo III maintenance time.

this one?

Uk5hR.gif


lol
 
For now the pricing on jewels isn't too bad (it's barely over 15% over cost to craft.. sometimes it dips even below that)
You can buy any gem up to the max drop level (flawless square) for far less than it costs to make one. It takes the three previous gems and money and pages/tomes for rank 5+. Especially when you consider that you could sell the three previous gems and sell the tomes and save the money/pages/tomes for upgrading your artisan. It's not even close.
 
Diablo 2 already solved this, which is really frustrating. The value of uniques - and what defined them as a separate item class altogether - wasn't just that the properties were (almost) always fixed but that they often had unique properties not found on rares at all. Those properties were powerful and often represented the entire value of the item; Crushing Blow, Blinds Target, Freezes Target, Cannot be Frozen, Knockback, Deadly, Chance to Cast (X) when Struck/Striking, Ignores Monster Defense, the list goes on. When items lacked these unique properties, they usually made up for it by having a property that granted ranges that rares could not reach, or at least combinations of highly desired properties (ala shako).

Legendary items in this game basically have none of these elements. They seem to only reach the same potential values that rares do on the properties they do have, and don't have any unique properties of their own. There's nothing defining the entire tier of itemization other than they have a number of properties that do not change; they're just rares that are guaranteed to be average. Nobody's interested in finding actual average rares, much less ones that drop once for every hundred actual mediocre rares you pick up.

damn, that's exactly what I was talking about when I was referring to serious buffs. "Cannot be Frozen"...I'd kill for that.

Maybe we'll see those later on. I certainly hope so, as the current buffs are as laughable as people's asking prices. It's really surprising that they figured it out in D2 and didn't pass the obvious along to D3. or, not yet.
 

:( Is the WD better?

Dual wield 1 handed crossbows. Don't worry about leveling up the blacksmith just buy items with Dex and Vit boosts from the auction house. Add me and I'll help you more when I wake up in the morning.
Trebor#1351

I was using a 2hand crossbow now, I didn't find good 1hand crossbows do dual wielding, that was my main plan. What about the skills? I'm lvl 9 at the moment, I've only played 2 hours this weekend, I can't play too much during weekdays :(
 
I like the Firebombs with Flash Fire a lot, actually. By targeting the ground with the initial throw you can hit enemies off-screen and around corners with the bounces without exposing yourself directly to danger. You can actually out-range Mortar enemies with that trick.

But they just don't do enough damage. 85% is just over half the single-target damage of Splinters, and if you're using them for indirect fire you're wasting the initial full-power hit so that the first attack is only doing 60%. Useful as I find them I can't justify ever using them instead of Splinters, especially for bosses. I'm using them plenty on Inferno but they're always supplementing Splinters, never replacing them.

I'm seriously considering dropping them for another survival skill, though. I already replaced Soul Harvest with Fetish Ambush and as things keep ramping up I'm probably going to start seeing doubling up on attack skills less and less favorably.

I should also really drop Zombie Dogs, but I've taken them this far already and I'm too stubborn to give up on them now.

About Firebombs, now i am only on Act III Normal so i can't contribute to later difficulties but this might go in general so: Wouldn't the AOE effect kind of compensate for the lesser damage compared to Splinter darts? I mean ever since i use Firebombs, if i get a soul harvest in i can then use Acid Rain and firebombs on a pack of mobs and they just melt away so quickly, i can't imagine Darts being better unless for a SINGLE target of course?
 
I think that the development team's idea went like this:
So, highend rare items have the potential to be amazing, right? Well, they also have a great potential to be horrible, because they can literally have everything on them.

What that means is that in order to have a nice middle ground between the horrible rare findings and the amazing, one-in-a-million rare findings, let us make a Legendary fit in where SOME stats are at least fixed so the classes those items are intended for at least get something that is at least good to some extent.

So in their plans, it goes like this:
Bad rare (useless, salvage) ->
Meh rare (one stat that is good, maybe two, but not good enough numbers - wear it if it is an upgrade, or sell it for cheap) ->
Good rare (good type of stats, but not nearly the best numbers - sell it for moderate amount or wear it) ->
Legendaries/Bad bonus stats (wear it if it is upgrade, or sell it for a moderate amount) ->
Very good rares/Legendaries with good bonus stats (wear it until you have that one in a million luck or sell for a lot of money) ->
Amazing rares (wear it if you are a pro, sell it for astronomical amounts of money)

...so this was the plan, right?
If one thing is really messed up right now, it is the amount of scaling a simple stat (weapon damage) provides. I know that it is the main feature, and it is good on paper but I find myself wondering whether they could make that more interesting and flexible in future patches.
 
You can buy any gem up to the max drop level (flawless square) for far less than it costs to make one. It takes the three previous gems and money and pages/tomes for rank 5+. Especially when you consider that you could sell the three previous gems and sell the tomes and save the money/pages/tomes for upgrading your artisan. It's not even close.

I'm talking about radiant squares. The prices right now are barely higher than crafting cost + auction fees when you're using AH prices for flawless squares and tomes.
 
Diablo 2 already solved this, which is really frustrating. The value of uniques - and what defined them as a separate item class altogether - wasn't just that the properties were (almost) always fixed but that they often had unique properties not found on rares at all. Those properties were powerful and often represented the entire value of the item; Crushing Blow, Blinds Target, Freezes Target, Cannot be Frozen, Knockback, Deadly, Chance to Cast (X) when Struck/Striking, Ignores Monster Defense, the list goes on. When items lacked these unique properties, they usually made up for it by having a property that granted ranges that rares could not reach, or at least combinations of highly desired properties (ala shako).

THIS is what I would have liked on Legendaries, something that really makes them unique.
It's not even too late to patch it in, but I just don't see that happening anytime soon, blizzard seems quite satisfied with how it is now.

Maybe we'll see some changes in future expansions.
 
Good news for Barbs. Someone figured out how to tank A2. You just need some other peope to farm gear from Act 4 for you.





Let me get my wallet ready for RMAH at the end of the month!! lol



this one?

Uk5hR.gif


lol

Either that or:

chocolatekinectjvc5c.gif


"Could we interest you in some maintenance?" "Yes sir, 2 hours to fix bugs" "Maintenance?" "Maintenance?!"




Or something like that.
 
Diablo 2 already solved this, which is really frustrating. The value of uniques - and what defined them as a separate item class altogether - wasn't just that the properties were (almost) always fixed but that they often had unique properties not found on rares at all. Those properties were powerful and often represented the entire value of the item; Crushing Blow, Blinds Target, Freezes Target, Cannot be Frozen, Knockback, Deadly, Chance to Cast (X) when Struck/Striking, Ignores Monster Defense, the list goes on. When items lacked these unique properties, they usually made up for it by having a property that granted ranges that rares could not reach, or at least combinations of highly desired properties (ala shako).

Legendary items in this game basically have none of these elements. They seem to only reach the same potential values that rares do on the properties they do have, and don't have any unique properties of their own. There's nothing defining the entire tier of itemization other than they have a number of properties that do not change; they're just rares that are guaranteed to be average. Nobody's interested in finding actual average rares, much less ones that drop once for every hundred actual mediocre rares you pick up.

The cynic in me believes this is all part of the Auction House plan. Having fixed legendaries would significantly increase your chances of finding one that was perfect for your character/build through solo grinding or grouping with friends. However, since the stats are all random and the drop rate seems terribly low, the chances of you finding the item is low and the chances of you finding the item with the right stats is insanely low.

But thankfully blizzard thought of this and allows you to get it from the AH, heck you can even use real money!
 
Hey Wizards. What is the point of using Familiar /w sparkflint if you can just use Magic Weaopn /w Force Weapon. I don't know if there are some bugs with the game, but it gives me a much bigger boost than 15%. Even if it would just be 15%, it is still bigger than 12% from Familiar.
 
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