Diablo III |OT2| Queues Rise. Servers Fall.

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That passive has always interested me, but what 4 cooldowns are you running for it to trigger?
I've been running with pets, so Gargantuan and Zombie Dogs are always on their 60 second cooldown. Then I've added Fetish Army and runed it for 90 second CD. Tack on Soul Harvest and Mana Regen Spirit Walk and my exploding zombie dogs can nearly practically stream out (sadly four bubbles away from Zombie Bears).
 
That passive has always interested me, but what 4 cooldowns are you running for it to trigger?
fetish army, big bad voodoo, mass confusion and spirit walk. you can use dogs as well but they are useless at higher difficulties.
spirit walk has only a 15 secs cd but is an awesome skill and I can't really play without it.
 
It's going to be rough with that integrated GPU. You might manage it, but I wouldn't expect good performance or appearance.

It will be playable, but just barely. My Macbook Air can just run the game and that is with a beefier processor, a ssd and all the graphical settings as low as they go. Granted the resolution on my MBA is higher than the laptop linked.

Just don't go in expecting it to run at a constant 30FPS :p
 
Man, feels like melee classes get the shaft when you're dealing with Inferno mode. Ranged classes can just kite all day while we have to go in and deal with mobs that hit like a truck.
 
you can use dogs as well but they are useless at higher difficulties.
This is very much true. I'm thinking their final rune might make them more useful, in that they receive 50% of their damage as health. I've not dinged 54 yet, though, so I don't know if my theory holds any water.
 
Man, feels like melee classes get the shaft when you're dealing with Inferno mode. Ranged classes can just kite all day while we have to go in and deal with mobs that hit like a truck.

True for just about every Blizzard game.

Seems like every ability of a boss/champion is made to fuck over melee classes.
 
anyone annoyed with the randomization of maps? the fact that i know where things are going to "randomly" generate or that i see the same static barrel every time at teh same entrance is pretty irritating.I think blizz botched this aspect up as well as every other major aspect.

Also every dungeon feels the same with a straight shot hallway with a few rooms branched off. theres just TOO much negative space when I look at them map. d2's dungeons were all interconnected rooms and deadends and mazes. this is like let me run and gun down the hallway. ignore the rooms because i know it will lead me to nothing... not even another room....

you can see it in every map in d3. the only time i enjoy exploring is when it is outside. and even then the cellars become an effing nuisance, please have a variety of names and not teh same L shape in each.

that said. i am still enjoying the game... too bad it's going to end up as the bastard child of the series.

I... have no idea what you're talking about. The dungeons are anything but straight 1-shot hallways, and there are tons of dead ends all over the place, some that will take you all the way across the map before you realize it's a dead end. How far into the game are you, it sounds like we're playing a different game.
 
diabloiii2012-05-2213vok57.jpg

=/
 
This is very much true. I'm thinking their final rune might make them more useful, in that they receive 50% of their damage as health. I've not dinged 54 yet, though, so I don't know if my theory holds any water.

From what I hear they essentially/nearly get one shotted and don't dish out enough damage to heal up quickly enough.
 
Just finished nightmare, went to check out hell. This was the second magic item that dropped for me. It single-handedly raised my damage by 2300 points.

God damn. And here I thought my old axe was still pretty damn awesome.



Would this thing be worth something or is all the loot in hell jacked up greatly?

lvl 51 item 300 dps is actually on the high end doubt it will sell for anything but it is good.
 
Will this game ever stop lagging? It's beginning to piss me off.

It's not my computer, I've got a GTX 570 with the latest drivers (everything else is more than decent too). I put every setting in the game on low. For the first time since the release my ping was in the green (about 200ms) and my internet connection was great. Yet the game is pretty much unplayable and thats with only me in the game.

So here I am 1 week after release trying to play this game singleplayer and it's a shitty experience.

I'm on EU servers, from Sweden.

Am I the only one with this stuttering/lag problem?
 
So I was chatting with a friend of mine about the lack of stat requirements on items and how it has affected the game. I don't know about the rest of you, but I actually am starting to miss the lack of stat requirements on weapons. I almost think it takes a way a lot about personalizing your character. I guess when you allow more weapon and armor types per character, it gives a larger pool of uniqueness to grab from, but I can't help but feel like I am cheating a bit.

To give an example, I play a monk and have focused primarily in fist based weapons. I also realize that Daibo/Bo's are monk specific weapons as well, but here lies the issue I am seeing. I currently run a 32dps fist with a shield that gives me 174 armor and +20something dexterity (among other effects) What benefit is there for me to wield a 2 handed Daibo that does similar damage with similar stat boosts as my fist but removes both the Dex in my shield along with the armor defense? Another instance is what benefit is there to wearing the monk specific caps when there are superior Helms available?

Another instance is a sword and shield wielding Wizard... this one needs no explanation really... all the benefits of the DPS from the sword along with the armor of the shield... what point is there to carry a wand? eagle orbs? A spellbook?

Do not get me wrong, love the game, I am a self professed loot whore. Maybe I am just missing something. Curious if anyone feels the same way
 
True for just about every Blizzard game.

Seems like every ability of a boss/champion is made to fuck over melee classes.

I was so happy when I realized I got my Monk to the point of tanking most the anti-melee abilities with enough Mantra spam in Act 1 Hell.

Sad that didn't last so long.
 
True for just about every Blizzard game.

Seems like every ability of a boss/champion is made to fuck over melee classes.

Word. They seriously need to work on Monk's dodge chance. The build I built yesterday at work had me under the impression that my dodge chance could possibly reach 80%~90%. But after I actually did it I was only looking at about 50%. Bummed me out.

I mean shit, we even have an achievement for us if we dodge 15 attacks in a row. That's not gonna happen with a 50% dodge chance. lol
 
I was so happy when I realized I got my Monk to the point of tanking most the anti-melee abilities with enough Mantra spam in Act 1 Hell.

Sad that didn't last so long.

lol, my Barb is in Act 1 Hell right now. Doing pretty well actually. Can't wait to see how much those god damn insect swarms fuck me over in Act 2.
 
Has anyone tried buying Tomes of Jewelcrafting from the auction house? I just can't get it to work. The search screen for these types of items looks very different from that of regular weapons or armor.

Usually I end up bidding, even when I try to do a buy out. Or the purchase just straight up fails. Very odd.
 
To give an example, I play a monk and have focused primarily in fist based weapons. I also realize that Daibo/Bo's are monk specific weapons as well, but here lies the issue I am seeing. I currently run a 32dps fist with a shield that gives me 174 armor and +20something dexterity (among other effects) What benefit is there for me to wield a 2 handed Daibo that does similar damage with similar stat boosts as my fist but removes both the Dex in my shield along with the armor defense? Another instance is what benefit is there to wearing the monk specific caps when there are superior Helms available?

Monk unique Helms (and Weapons) are the only way to get certain Monk unique stat bonuses (like, say, +Health per Spirit spent). Also, I use a Staff to get the higher Weapon Damage for my skills that do damage independent of me swinging (e.g., Ally, Sweeping Wind, Exploding Palm+Essence Burn to an extent). And the +25% Spirit Generation from Guardian's Path is nice.

Shield is nice for the survivability but you'll reach a point where Spirit generation (and Spirit use) is your survivability rather than raw Armor and Block.
 
Will this game ever stop lagging? It's beginning to piss me off.

It's not my computer, I've got a GTX 570 with the latest drivers (everything else is more than decent too). I put every setting in the game on low. For the first time since the release my ping was in the green (about 200ms) and my internet connection was great. Yet the game is pretty much unplayable and thats with only me in the game.

So here I am 1 week after release trying to play this game singleplayer and it's a shitty experience.

I'm on EU servers, from Sweden.

Am I the only one with this stuttering/lag problem?

I don't think putting everything on low helps. However, some people have suggested that disabling AA and the Max fps (not vsync) options helps with stuttering. I haven't tried these yet, though. My card is much weaker than yours (gts 250) and I manage a fairly consistent 60 fps with everything medium or high. Resolution is 1080 x 1920.
 
mmmm just upped my HP to 20K and my DPS to what shows, level 54 act 2 of hell, I was getting by with 3.7k dps pretty easily, so this will be a welcome change. This is without any boosts (it goes to 8K if I use the archery passive):

JLi1O.jpg
 
I have terrible performance issues on my desktop but am too busy to troubleshoot them so I resort to playing D3 on my laptop. I am assuming it is a driver issue that will get sorted with a reformat.
 
This is very much true. I'm thinking their final rune might make them more useful, in that they receive 50% of their damage as health. I've not dinged 54 yet, though, so I don't know if my theory holds any water.
at nightmare maybe they last a little longer but still useless.
 
I'm hoping you guys can help me out with something. I'm planning to buy Diablo III, but I've never played and PC games before, so can anybody tell me if my laptop is good enough to support the game?

http://www.futureshop.ca/en-CA/prod...spx?path=8f1537c0f5ae6b029328c516efc879a7en02

Thanks in advance!

Well, I don't know about your machine but I'm running a copy on my 2010 Macbook Air with integrated graphics. It's sluggish at times but I've had some success. Haven't put it through a heavy mob area yet though.
 
Word. They seriously need to work on Monk's dodge chance. The build I built yesterday at work had me under the impression that my dodge chance could possibly reach 80%~90%. But after I actually did it I was only looking at about 50%. Bummed me out.

I mean shit, we even have an achievement for us if we dodge 15 attacks in a row. That's not gonna happen with a 50% dodge chance. lol

Jack your dodge up and go to Act 1 Normal. :(

I want to try a Dual Wield Guardian's Path + Sixth Sense + Mantra of Evasion spam build with Cyclone Strike's +Evasion but ... don't think it'll pan out, honestly. Still better just going Armor/Resistances with supplemental Dodge in the end :/
 
High stat numbers aren't as impressive in D3, to me atleast, due to the AH. My friend whores himself on the AH and always has the highest DPS etc and is constantly going on about it. Cool.
 
I have terrible performance issues on my desktop but am too busy to troubleshoot them so I resort to playing D3 on my laptop. I am assuming it is a driver issue that will get sorted with a reformat.

Probably. A few people with newer, high-end cards have been reporting performance issues. Very ironic :-\
 
I... have no idea what you're talking about. The dungeons are anything but straight 1-shot hallways, and there are tons of dead ends all over the place, some that will take you all the way across the map before you realize it's a dead end. How far into the game are you, it sounds like we're playing a different game.

maybe takes you in the opposite direction... down 1 hallway.

im in nm.
 
Monk unique Helms (and Weapons) are the only way to get certain Monk unique stat bonuses (like, say, +Health per Spirit spent). Also, I use a Staff to get the higher Weapon Damage for my skills that do damage independent of me swinging (e.g., Ally, Sweeping Wind, Exploding Palm+Essence Burn to an extent). And the +25% Spirit Generation from Guardian's Path is nice.

Shield is nice for the survivability but you'll reach a point where Spirit generation (and Spirit use) is your survivability rather than raw Armor and Block.

Well Spirit regeneration is certainly something i never considered. Granted I haven't seen anything like this in the items ive gotten and I haven't cared enough to search the auction houses. But again, in regards to the unique stat bonuses, do I really want +health per spirit spent if I can get a rare/legendary helm that gives me better Dexterity & Vitality bonuses?

I somewhat feel Stat requirements would reinforce class play a bit more.
 
Word. They seriously need to work on Monk's dodge chance. The build I built yesterday at work had me under the impression that my dodge chance could possibly reach 80%~90%. But after I actually did it I was only looking at about 50%. Bummed me out.

I mean shit, we even have an achievement for us if we dodge 15 attacks in a row. That's not gonna happen with a 50% dodge chance. lol

Oh, come on, that's only what, a one in 32768 chance? You'll get it eventually!
 
True for just about every Blizzard game.

Seems like every ability of a boss/champion is made to fuck over melee classes.
Lol... no way

"Mortar" - Exclusively anti-ranged, melee doesn't even get hit by it.
"Missile Dampening" - Exclusively anti-ranged, doesn't even effect melee.
"Vortex" - Exclusively anti-ranged, doesn't even effect melee
"Fast" - Anti-kiting, if you're not kiting their run speed increase is null.
"Waller" - Anti-kiting and most directly screws with ranged classes and glass canons.
"Jailor" - Anti-kiting and shouldn't even effect someone in melee range as it simply immobilizes you.
"Teleporter" - Anti-kiting and doesn't even effect someone already in melee range

Knockback, Thorns, Nightmarish, Fire Chain, and Vampiric are really the only ones that fuck with melee more than ranged but, except for thorns and knockback even they're back for ranged. Molten maybe if you don't run after you kill the mob.
 
Lol... no way

"Mortar" - Exclusively anti-ranged, melee doesn't even get hit by it.
"Missile Dampening" - Exclusively anti-ranged, doesn't even effect melee.
"Vortex" - Exclusively anti-ranged, doesn't even effect melee
"Fast" - Anti-kiting, if you're not kiting their run speed increase is null.
"Waller" - Anti-kiting and most directly screws with ranged classes and glass canons.
"Jailor" - Anti-kiting and shouldn't even effect someone in melee range as it simply immobilizes you.

all of these can suck my DH labia... i effin hate these affixes.
 
Reposting for afternoon-GAF:

A'ight, so I'm still a little confused about the whole equipped-weapons-affect-all-of-your-abilities-even-though-you-never-really-use-your-weapon mechanic. So in regard to a caster class, if a weapon says it does +poison damage, and you cast a spell that doesn't list it's damage as poison (say it's arcane or something), do you still do poison damage to the enemy? What if it's an AOE, do you do poison damage to all the enemies? In this case would you be causing both arcane and poison?? There's a passive skill for the Witch Doctor that would take advantage of causing poison damage.

And does the weapon speed also dictate how fast you cast spells? If so, all DPS being equal, wouldn't a caster want a slower, harder hitting weapon to save on mana?
 
Well Spirit regeneration is certainly something i never considered. But again, I haven't seen anything like this in the items ive gotten and I haven't cared enough to search the auction houses. But again, in regards to the unique stat bonuses, do I really want +health per spirit spent if I can get a rare/legendary helm that gives me better Dexterity & Vitality bonuses?

The net impact of more DEX at 1000+ DEX is pretty small (yes, it's still +1% Damage but going from +1000% to +1030% isn't as big of a deal). With how often I hit Mantra of Healing (~every two seconds on nastier packs), it helps a lot.

Survivability, as far as my Monk has approached it, is recovering from damage taken, not so much raw mitigation output. Higher HP and better Spirit generation and use is what keeps me alive, not killing things fractionally faster due to extra DPS or having slightly more Armor.
 
Lol... no way

"Mortar" - Exclusively anti-ranged, melee doesn't even get hit by it.
"Missile Dampening" - Exclusively anti-ranged, doesn't even effect melee.
"Vortex" - Exclusively anti-ranged, doesn't even effect melee
"Fast" - Anti-kiting, if you're not kiting their run speed increase is null.
"Waller" - Anti-kiting and most directly screws with ranged classes and glass canons.
"Jailor" - Anti-kiting and shouldn't even effect someone in melee range as it simply immobilizes you.

Teleport too!

Not in inferno yet, but my impression is that the elite/champs are just going to have some combos that will work you over if you're playing solo, and don't intend to change your build around to compensate for them.
 
Word. They seriously need to work on Monk's dodge chance. The build I built yesterday at work had me under the impression that my dodge chance could possibly reach 80%~90%. But after I actually did it I was only looking at about 50%. Bummed me out.

I mean shit, we even have an achievement for us if we dodge 15 attacks in a row. That's not gonna happen with a 50% dodge chance. lol
Actually I did that with a 55% Dodge Chance against Diablo in Nightmare I think.
 
Lol... no way

"Mortar" - Exclusively anti-ranged, melee doesn't even get hit by it.
"Vortex" - Exclusively anti-ranged, doesn't even effect melee
"Fast" - Anti-kiting, if you're not kiting their run speed increase is null.
"Waller" - Anti-kiting and most directly screws with ranged classes and glass canons.
"Jailor" - Anti-kiting and shouldn't even effect someone in melee range as it simply immobilizes you.
"Teleporter" - Anti-kiting and doesn't even effect someone already in melee range

Knockback, Thorns, Nightmarish, and Vampiric are really the only ones that fuck with melee more than ranged. Molten maybe if you don't run after you kill the mob.

:lol :lol :lol
Those all fuck melee equally bad. Fuck they can even mortar you if you're meleeing them!
 
The net impact of more DEX at 1000+ DEX is pretty small (yes, it's still +1% Damage but going from +1000% to +1030% isn't as big of a deal). With how often I hit Mantra of Healing (~every two seconds on nastier packs), it helps a lot.

Survivability, as far as my Monk has approached it, is recovering from damage taken, not so much raw mitigation output. Higher HP and better Spirit generation and use is what keeps me alive, not killing things fractionally faster due to extra DPS or having slightly more Armor.

Hmm, maybe ill give this a try... I haven't had much issue with death so far going into act 3 though so I haven't really seen this viewpoint before. Ive been using serenity + the first rune, and i rarely have to heal beyond that.
 
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