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Diablo III |OT4| Antiques Roadshow: Sanctuary Edition

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Rentahamster

Rodent Whores
I think you mean all the runes except Scatter. Everything else is completely worthless in comparison.

When I say "most of the runes"? yeah, that's pretty much most of them. The 6 at one time rune had potential, but isn't that great.

The damage reduction rune is usually better than the HP rune for defense purposes when using Sentry, and the other runes are duds. Too bad rocket DHs never caught on, that build would be interesting if it didn't suck.
 

Zek

Contempt For Challenge
That is absolutely my criticism. I said from the very outset that Inferno was too easy and it is now much, much too easy since the 1.0.3 nerfs. The game should be extremely difficult to get through. Blizzard said that Inferno would take 6 months to get through; that is what I wanted. It took me 1.5 months instead, which is unacceptable for a game I paid 60 dollars for.

Frankly your preferences are very very unusual. At launch most people who played Inferno were very frustrated by the extremely harsh difficulty and the lengthy grind. Taking six months to beat Inferno means you're playing each Act for months at a time while making effectively zero discernible progress. If that's the kind of gameplay experience you want... Why don't you just do that after you've beaten it? Why is constantly replaying the game all of a sudden no longer fun after Diablo dies?
 

scy

Member
Why is constantly replaying the game all of a sudden no longer fun after Diablo dies?

Because it wasn't fun before Inferno. It was done because of Inferno. Personally, anyway. Though I'm also in the same boat as Opiate and found Inferno too easy.
 

eek5

Member
MoH should probably get a buff too. It's useless act II inferno on. I suppose its used prior to end game, more so than MoR for sure, but post 60 is another story. Maybe just a rune buff?

MoH has time of need at least. Changing one of the runes to LoH would probably work pretty well.
 
MoH has time of need at least. Changing one of the runes to LoH would probably work pretty well.
Isnt there 300 LOH already? It's just not enough. It cheaper and more cost effective to gear that 300 LOH than it would be for me to gear the 24% damage MoC gives me.

Too much LOH would make the matra OPed for early use though, though I suppose the rune could unlock at near 60.
 

Dahbomb

Member
MoR seems more like a PvP Mantra.

I like fan of knives on my DH, it's great for when you first approach a mob and sharpshooter has my crit chance at 100%, it does a bunch of damage and will take out a most normals in range (I use the increased radius rune) and put a dent in elites. I also use it for crowd control when I get vortexed into a pack.
Why not just use something like Cluster Arrow (Loaded for Bear) or Multishot instead? Hell even Spike Trap can be better in some situations.

Before release, I was hoping you could make viable Trap-based builds like Trapsins in D2, but they're pretty terrible and resource-intensive.
I saw someone tearing it up in Act 3 with a Jagged Spike Caltrops + Grenade DH. He used the green Grenades, used a bunch of passives that buffed Grenades/Traps also had a bunch of LOH and wasn't even using a bow (was a melee DH with shield spamming Grenades). He would just stack up on traps, sit on them and start spamming away. I think he also had Sentry with the 15% reduction rune.

Found the build, it was pretty much exactly like this one: http://www.youtube.com/watch?v=nebhcVxLprE
 

eek5

Member
It's interesting that they specifically called out Wave of Light. Right now it costs 75 spirit (half of what you start with) and does 215% weapon damage + 45% weapon damage (or 312/45, 215/285?). How much damage would it have to do for you to consider using it?


Isnt there 300 LOH already? It's just not enough. It cheaper and more cost effective to gear that 300 LOH than it would be for me to gear the 24% damage MoC gives me.

Too much LOH would make the matra OPed for early use though, though I suppose the rune could unlock at near 60.

It's life regen iirc. They could put life on hit on the last rune, maybe. I don't think it'd be competitive late-game but it'd be useful for people struggling to progress.
 

Zek

Contempt For Challenge
It's interesting that they specifically called out Wave of Light. Right now it costs 75 spirit (half of what you start with) and does 215% weapon damage + 45% weapon damage (or 312/45, 215/285?). How much damage would it have to do for you to consider using it?

260% damage vanilla is only a bit more than two 110% vanilla primary attacks in about the same amount of time, except WoL uses an extremely massive chunk of Spirit. That simply isn't worth a skill slot, there are too many other more valuable skills that you could take instead.
 

Rufus

Member
That doesn't mean something doens't need to be done for the people who are breezing through inferno, but the game would be an even bigger wasteland than it is today had Blizz has just take the stance of "Inferno is that tough ... deal with it"
Rushing people through with even more nerfs is going to lead to the exact same problem though. Outside of getting chain-feared or walled in while desecration saps at your health, the curve is so damned smooth already that it just feels bland (same as the loot, end game gear is so fucking boring, stats wise).
 

Rentahamster

Rodent Whores
Why not just use something like Cluster Arrow (Loaded for Bear) or Multishot instead? Hell even Spike Trap can be better in some situations.
I dunno what his build is, but you can use all 3 of those: http://www.youtube.com/watch?v=X9rr-kD_i-4

Like that guy. Pretty intense.

http://www.youtube.com/watch?v=X9rr-kD_i-4

I saw someone tearing it up in Act 3 with a Jagged Spike Caltrops + Grenade DH. He used the green Grenades, used a bunch of passives that buffed Grenades/Traps also had a bunch of LOH and wasn't even using a bow (was a melee DH with shield spamming Grenades). He would just stack up on traps, sit on them and start spamming away. I think he also had Sentry with the 15% reduction rune.

Knives can also be used on a DH tank build too, like that one. One of the players I like to run with has a DH tank/trap/grenade build and he does alright, considering the massive hordes of death I train his way.

http://www.youtube.com/watch?v=Vr2FA49L6pI
 

Zertez

Member
Solid changes for 1.0.4, think I like this one the best "*P.S. We’re getting rid of the Invulnerable Minions monster affix." This affix was more annoying/cheap than difficult.

Blizzard is in a tough position when it comes to the difficulty at the highest level. If they make the mobs hard enough for high end players, casuals complain about the difficulty, but if they make them too easy the top players will breeze through them. It seems the two ways to limit loot is to either make the drops extremely rare or have it drop off very tough mobs that a small group of players can kill with ease. I guess the third option would be rare mobs with respawn timers but that opens another can of worms. If the drops are too rare people complain, if the mobs are too tough people flood the boards and then people chime in with the rmah necessity complaints to top it off. Maybe a tiered approach with more useful items would help instead of great items and complete trash. Personally right now I think using drops and the gold ah, it is cheaper and easier to gear up an inferno character than at any other item. If you are patient and look for good deals, you can find gear that help you progress through inferno and beat it for less than 8 million. While it isnt the best gear available, it is still capable of making progress in inferno.

Everyone wants to be able to get the best gear, but finding the middle ground is going to be difficult in its current state. I think introducing more unique items that arent necessarily the best stat wise, but have cool effects will go a long way. Hopefully the new legendaries will fill this void. Maybe make some high end gear account bound once equipped or some very nice gear to help kill tougher encounters, but you have to kill the mobs personally to get the items. You will still have great trade able gear, but reward players with usable items if they kill a tougher encounter. The gear wont be the best in the game, but it will allow your character to improve for killing harder bosses or encounters.

As far as class changes, I want them to work on WD mana pools, mana expenses and regen more than anything else. Pets need an upgrade and other skills/runes also need a lot of work, but mana is holding the class back more than anything else at this time imo. VQ is almost a must for WD builds due to poor regen, so that means you are locked into skills you really dont want or use all that much due to them having long cooldowns. It seems at the moment, they are unsure what they want out of the class and just tossed together a bunch of ideas without giving the class a clear direction.
 

eek5

Member
260% damage vanilla is only a bit more than two 110% vanilla primary attacks in about the same amount of time, except WoL uses an extremely massive chunk of Spirit. That simply isn't worth a skill slot, there are too many other more valuable skills that you could take instead.

I know it isn't worth it now but how much damage would it take to make you reconsider?


What if it did 1000% damage? I think on my char that could crit from 340-750k which is pretty nuts.
 

Rentahamster

Rodent Whores
VQ is almost a must for WD builds due to poor regen,
They should just make Vision Quest an innate characteristic of all WDs, since it's kinda dumb to have WDs be mana starved so much relative to other classes.

And change it so that:

1 skill on cooldown = 50% mana regen
2 skills on cooldown = 100% mana regen
3 skills on cooldown = 300% mana regen
4 skills on cooldown = 350% mana regen

Also, let 1 INT = 1 additional mana

That way WDs can actually choose from 3 passives and not have to worry about using VQ anymore.
 

Rentahamster

Rodent Whores
I know it isn't worth it now but how much damage would it take to make you reconsider?


What if it did 1000% damage? I think on my char that could crit from 340-750k which is pretty nuts.

I dunno, just compare it to other useful spirit spenders. Calculate the damage/spirit spent, and then make wave of light comparable to that.
 

Mystery

Member
hKy8B.jpg


How much is this worth? Some guy in trade chat offered me 1.5 million for it, but I think it's probably worth more. Due to the horrible AH search interface, I can't really price it. Any wizards want to give me an estimate?
 

scosher

Member
hKy8B.jpg


How much is this worth? Some guy in trade chat offered me 1.5 million for it, but I think it's probably worth more. Due to the horrible AH search interface, I can't really price it. Any wizards want to give me an estimate?

Nah, sell it for 1.5M. Already saw a few with better dmg with an Int roll for only 1M on the AH. AP on crit and MF are the only other really worthwhile stats on it. Max AP is one of those stats that are nice to have, but not necessary to get.

No Int or crit really devalues it.
 

larvi

Member
Why not just use something like Cluster Arrow (Loaded for Bear) or Multishot instead? Hell even Spike Trap can be better in some situations.

Knives has a 360 degree radius, a lot of the other skills I've tried are only front facing damage which doesn't help if I'm running away or my facing is a bit off. Everytime I try a build without knives I end up missing it and going back to it. I not really that adept at kiting, my reflexes are too slow. Maybe I just need to but some more time into a different build to get used to it.
 

Mystery

Member
Nah, sell it for 1.5M. Already saw a few with better dmg with an Int roll for only 1M on the AH. AP on crit and MF are the only other really worthwhile stats on it. Max AP is one of those stats that are nice to have, but not necessary to get.

No Int or crit really devalues it.

Ah, okay, thanks.
 

Zertez

Member
They should just make Vision Quest an innate characteristic of all WDs, since it's kinda dumb to have WDs be mana starved so much relative to other classes.

And change it so that:

1 skill on cooldown = 50% mana regen
2 skills on cooldown = 100% mana regen
3 skills on cooldown = 300% mana regen
4 skills on cooldown = 350% mana regen

Also, let 1 INT = 1 additional mana

That way WDs can actually choose from 3 passives and not have to worry about using VQ anymore.
I could get behind those changes, but they also need to remove the mana cost associated with WD primary skills. Even using basic primary skills like darts, mana regen is still low due to the skills cutting down on the regen rate. Every other class either has free to cast primary skills, wizard, or they generate fury, hatred, spirit etc. Not sure why they felt it necessary to attach mana cost on every WD primary skill and let the other classes use their primary skills for free. Probably because WD is the least tuned and played class.

I know to some unfamiliar with WDs, a high mana regen rate like this would seem overpowering, and they could spam the highest dps spells, but most WD already do spam the strongest spells. WDs are just locked into VQ and its restrictions as well as needing mana regen on main hand, offhand and helm. You can get away with 2/3, but still it hurts. I wouldnt mind them losing VQ as a passive while increasing innate regen like you mentioned while adding 2 new passives, one that focuses on making stronger pet builds and the other that makes a stronger poison/dot type builds. I know they have the Zombie handler passive already, but pets are still worse than a wet Kleenex in inferno. I dont think pets should be able to solo packs of mobs in Inferno, but they should at least stand up to 2 hits from one white mob past Act1 in Inferno.
 

V_Arnold

Member
That is absolutely my criticism. I said from the very outset that Inferno was too easy and it is now much, much too easy since the 1.0.3 nerfs. The game should be extremely difficult to get through. Blizzard said that Inferno would take 6 months to get through; that is what I wanted. It took me 1.5 months instead, which is unacceptable for a game I paid 60 dollars for.

Uhm, what? How much gametime was that, again? 100 hours? 150? For 60$? And that with only one character, I assume. Did you clear hardcore? Have no intention of playing with alts? Did you not sell a single piece of equipment with that Inferno ActIV-clearer main of yours for 99$ on RMAH so you are profiting on it? :p

Regardless, I did not mean that no one criticizes the game for being easy - although if it took you 1.5 month to clear Inf, it definitely was not "easy", imho. I meant it is not the general consensus on the game, even if some players might feel that way. Manageable with persistency, luck in drops and proper micro? Yes. That is still not a definition of easy.

Yes, I'm not talking about exploiting. It took me 1.5 months to do it legitimately. I'm just pointing this out to make it clear that some people very much did want the game to be hard, but it's apparent that most people are not interested in a challenge and are mostly or even exclusively interested in the randomized loot mechanic.

Yeah, I understand your point, but currently, what this patch will do (as far as my projection skills take me) is that those stuck on Act1 will find enough boost to venture into Act2, where without microing properly, they will get devastated by the flyer/lacuni groups. Devastated. For days, for weeks, until they improve their skills greatly. With all the weapon buffs and new legendary buffs, the main armor market will largely go untouched: you will still find it quite hard to find great gear with the best stats for you +big all res numbers +a useful 4th/5th affix as well. Those that were stuck in Act2 might just as well go to Act3 or ActIV even, but they still wont have an easy ride. Especially when the normal mobs are not useless there, unless you already went crazy on your gear and are a glass-cannon.

Also, needless to say, all the changes and all the Inferno balancing is just a framework. If we argue that this is it for the game, and we wont ever have any hard content ever in D3, then yeah, things are looking quite grim for those lucky few percent who managed to either glass cannon into 250k+dps territory or have the best dps+tank gear above 1000 all res, 50+k hp and above 40-50k dps. PVP, I guess?

But if we assume that Blizzard is not lying, and are in fact planning on introducing new long term goals to the game, that might include things that WILL shake up the difficulty again, and it will be totally optional. Let us not even go too far in the rabbit's hole, just imagine the following:

You will be able to venture into a place where:
a) There are higher/guaranteed chance for hot spots where there are 2-3 elite groups together AND a unique mob. Bam. Deal with it? *
b) The act restrictions no ronger apply for mob types, therefore allowing you to face combinations of mob types that you never needed to face. Lacuni+Unburied? Act 3 spitters plus Imps? Act 2 caster mobs plus act3 ranged fallens? Hell yeah.

These are just very basic options that are quite open to Blizzard to implement (and I have no intention of leading myself into a reality where they are completely closed off from the possibility of this), and will make the game a realistic challenge for even the best geared*

*Except for DH's with 300k+ dps. Yeah, you broke the game. Congratulations. But if Blizz dares to nerf that...
 

Rentahamster

Rodent Whores
I could get behind those changes, but they also need to remove the mana cost associated with WD primary skills. Even using basic primary skills like darts, mana regen is still low due to the skills cutting down on the regen rate. Every other class either has free to cast primary skills, wizard, or they generate fury, hatred, spirit etc. Not sure why they felt it necessary to attach mana cost on every WD primary skill and let the other classes use their primary skills for free. Probably because WD is the least tuned and played class.
I dunno about removing the mana cost to "primary" skills. I'm not sure if they're even meant to be "primary" skills like spirit/fury/hatred generators. They're just used that way because they cost the least mana and can be spammed.

I think I'd still like to have WD be different from the other classes in this sense. The low mana skills like dart can still be spammed, but I think with the mana regen idea I had, one of the goals of witch doctor would be to achieve particular break points in your build where the higher the mana regen you are able to achieve, the more powerful your "primary" spam skill will be able to be. (e.g. being able to switch out your primary from darts, to say, firebats or spirit barrage or something).

I know to some unfamiliar with WDs, a high mana regen rate like this would seem overpowering, and they could spam the highest dps spells, but most WD already do spam the strongest spells. WDs are just locked into VQ and its restrictions as well as needing mana regen on main hand, offhand and helm. You can get away with 2/3, but still it hurts. I wouldnt mind them losing VQ as a passive while increasing innate regen like you mentioned while adding 2 new passives, one that focuses on making stronger pet builds and the other that makes a stronger poison/dot type builds. I know they have the Zombie handler passive already, but pets are still worse than a wet Kleenex in inferno. I dont think pets should be able to solo packs of mobs in Inferno, but they should at least stand up to 2 hits from one white mob past Act1 in Inferno.
I don't think stronger passives for pets is that necessary, imo. Resistances already add to pet defense, and I think they're going to make it so that vitality also adds to pet HP. Just buff the current pet passives too and we're almost there.
 

Rentahamster

Rodent Whores
Regardless, I did not mean that no one criticizes the game for being easy - although if it took you 1.5 month to clear Inf, it definitely was not "easy", imho. I meant it is not the general consensus on the game, even if some players might feel that way. Manageable with persistency, luck in drops and proper micro? Yes. That is still not a definition of easy.

He beat the game 75% faster than the devs intended. That's pretty easy, yes. It wasn't easy for others, but it was for him. Considering the promise of a difficulty curve that takes 6 months, along with the expectation that D3 longevity would be comparable to D2, then I can understand why he feels that way.

Yeah, I understand your point, but currently, what this patch will do (as far as my projection skills take me) is that those stuck on Act1 will find enough boost to venture into Act2, where without microing properly, they will get devastated by the flyer/lacuni groups. Devastated. For days, for weeks, until they improve their skills greatly.
Weeks? All they have to do is make 300k and they can buy enough gear to beat Act 2.

If we argue that this is it for the game, and we wont ever have any hard content ever in D3, then yeah, things are looking quite grim for those lucky few percent who managed to either glass cannon into 250k+dps territory or have the best dps+tank gear above 1000 all res, 50+k hp and above 40-50k dps.
A common theme in your posts seems to be the concept of high end players being elite primarily by being "lucky". That is partly a component of the game by design, but it's not all there is to it. Good players get that way because they are able to extract the maximum amount of value from the drops they get and use it to advance their character. They didn't get the best gear in the game by accident. Unless they bought it on the RMAH...

These are just very basic options that are quite open to Blizzard to implement (and I have no intention of leading myself into a reality where they are completely closed off from the possibility of this), and will make the game a realistic challenge for even the best geared*
Sure, that's great. But this is the kinda stuff we warned about in the beta thread, and the kinda stuff that should have been in game from the start.

*Except for DH's with 300k+ dps. Yeah, you broke the game. Congratulations. But if Blizz dares to nerf that...
DHs are supposed to have a lot of DPS. That's part of their character design. Cheng says that he wants players to "break" the game. He wants them to reach breakpoints that result in game-changing playstyles. 300k DPS Demon Hunter is a breakpoint.
 

Wedge7

Member
New patch changes sound surprisingly good. Gotta give Blizzard some credit, seems like literally every single change is something that the community wanted and will just serve to make things less frustrating/more fun. You could make an argument that most of it should have already been in their before, but I'm more than happy to get em. Sadly, dont think its enough to get alot of people who quit back, lacks that certain aspect, seems more like a patch that those who are still playing will enjoy and appreciate, but maybe not enough to draw in those who left a while ago. Unfortuntely for me, that probably includes all my friends who quit.

On a side note, anyone else having problem selling gold? Havent been playing much at all, but routinely doing a run or two every couple days, and selling the gold. So far, its always been down to the last few hours, but its always sold, 100% of the time. This was actually the first time it never actually sold, not even a portion, which it did in the past. The whole amount got sent back, which I just relisted. Seems like the supply may have finally surpassed the demand.
 

Rentahamster

Rodent Whores
You could make an argument that most of it should have already been in their before, but I'm more than happy to get em. Sadly, dont think its enough to get alot of people who quit back, lacks that certain aspect, seems more like a patch that those who are still playing will enjoy and appreciate, but maybe not enough to draw in those who left a while ago.
Unfortunately, yeah :(

I hope, I'm wrong in that regard, though.

On a side note, anyone else having problem selling gold? Havent been playing much at all, but routinely doing a run or two every couple days, and selling the gold. So far, its always been down to the last few hours, but its always sold, 100% of the time. This was actually the first time it never actually sold, not even a portion, which it did in the past. The whole amount got sent back, which I just relisted. Seems like the supply may have finally surpassed the demand.
Are you listing them in one large sum, or in chunks?

You also might want to try to time your listing so that their last couple hours or so before it expires are during primetime.
 

linsivvi

Member
So it continues the trend that Blizzard are removing all the terrible design decisions they have made on this game.

Enrage timer? Check
Mobs heal to full? Check
Punishing HP bump? Check
Unfair affixes? Check
Repair cost? Check
MF sharing? Check

Should've waited a few months before buying it. All those times wasted on battling impossibly unfair elites...
 

kinggroin

Banned
First time Diablo player, using a Barbarian, I've made it up to inferno. It seems...doable so far, but I have to do a lot of defensive attacking when elites show up.

Just dropped in here for some advice on which stats to focus on as far as rebuilding my gear optimally for this part of the game. As it is, I'm heavily focused on life regen, strength and vitality (54k HP that refills like 1800 HP a sec).

My Dual hammers are 780 DPS each with min/max +240 damage.

I'm weak as hell against fire and poison effects.


Thanks in advance.
 

Iadien

Guarantee I'm going to screw up this post? Yeah.
"We know most of you don't want to play co-op, but we're going to try to get you to play co-op anyway." Smart move.
 
First time Diablo player, using a Barbarian, I've made it up to inferno. It seems...doable so far, but I have to do a lot of defensive attacking when elites show up.

Just dropped in here for some advice on which stats to focus on as far as rebuilding my gear optimally for this part of the game. As it is, I'm heavily focused on life regen, strength and vitality (54k HP that refills like 1800 HP a sec).

My Dual hammers are 780 DPS each with min/max +240 damage.

I'm weak as hell against fire and poison effects.


Thanks in advance.

Try to get as much All Resist on your armors as possible. You can drop the life regen for it since it might be too expensive if you include it as well.

Get a weapon with Life on Hit and a socket. Get as high LoH as you can afford. Critical is also good.
 

ZenaxPure

Member
Ghom is horrifying on inferno, holy crap. Why does the poison clouds not go away ;-;. Did that happen on other difficulties? He never lasted long enough for me to notice.
 

M.D

Member
What's the general feeling about the game right now? I can't remember the last time I read a positive thing about it :p

The beta didn't work for me for some reason (connection problems most likely), so I didn't have a chance to play the game at all. What does the game include right now? There is no PvP right now, correct? Only single player and co-op? will PvP come as DLC or will there be any expansion packs? I love me some Diablo, but it seems this package doesn't include much, and I have a lot of other games I want to buy

Are any of you guys making decent money from the Auction House?
 
What's the general feeling about the game right now? I can't remember the last time I read a positive thing about it :p

The beta didn't work for me for some reason (connection problems most likely), so I didn't have a chance to play the game at all. What does the game include right now? There is no PvP right now, correct? Only single player and co-op? will PvP come as DLC or will there be any expansion packs? I love me some Diablo, but it seems this package doesn't include much, and I have a lot of other games I want to buy

Are any of you guys making decent money from the Auction House?
plenty of us have made several hundreds of dollars. The game is fun. The game has its flaws. The flaws are being worked on. Some people will be unhappy with some of the solutions. Such is life.

That about sums it up. This game is well worth the money, even if you dislike it I bet you'll still put in at least 100 hours. that's just how it is. No PvP yet.
 
Ghom is horrifying on inferno, holy crap. Why does the poison clouds not go away ;-;. Did that happen on other difficulties? He never lasted long enough for me to notice.
He only gasses where you are. If you run all over the place the whole room fills up. Try and run around the edge in a circle. Hopefully when you get back to where you started the original gas is gone.
 

ZenaxPure

Member
He only gasses where you are. If you run all over the place the whole room fills up. Try and run around the edge in a circle. Hopefully when you get back to where you started the original gas is gone.

I see, I will try kiting around in a circle then. Cool stuff. I almost killed him a couple of times anyway so it's not impossible or anything. I just spent like 100k on repairs and called it quits for the night.
 
I see, I will try kiting around in a circle then. Cool stuff. I almost killed him a couple of times anyway so it's not impossible or anything. I just spent like 100k on repairs and called it quits for the night.
It took me forever to kill ghom. Eventually he went down. I've only tried diablo twice. Both times got him to the third form and ran into the traps that capture you. I stopped trying because I still want to feel like there is something to do.
 

Wedge7

Member
Are you listing them in one large sum, or in chunks?

You also might want to try to time your listing so that their last couple hours or so before it expires are during primetime.

Hrm..generally always like just doing 1 big chunk. It's totally stupid, but I like selling it when I get it to a large amount, like 10 million or 5 million or whatever. Never like selling it at some random value like 8,557,123. Heh, though half the time it seems useless, as it sometimes just seems to sell a chunk of my total. Like I put up 15 million like a week ago, but it only sold like 7.5 million of it. Speaking of that, is their then any real value to selling it in chunks? I mean, in the end, it doesnt even always need to take the full amount, so it just seems more convenient to throw it all up in one big sum.

Interesting point about the time, and with trying to get it to end during primetime. I've previously never really needed to think about that type of stuff, as I mentioned, it used to always sell.
 

Dahbomb

Member
Ghom for a Monk is really hard, Diablo was 10 times easier than him. It is extremely difficult to beat him with less than 20k dps because the nature of the fight has you moving a lot with not as much hitting which leads to him enraging (he tosses out 3 clouds instead of one).

How I beat him was this: I took him from the middle of the arena to the bottom right corner to top right, top left, bottom left and then back to bottom right. I prolonged every time I attacked him by using Blinding Faith and even fought with Serenity up in his cloud just so I can get those extra few hits in. I always moved just outside the range of his cloud so that his cloud were literally touching each other which maximized the free space I had and increased the time that he had his original cloud up. If you do this just right when you come back full circle to the original spot the gas cloud would've disappeared.

Deadly reach with either the armor buff or the 18% damage boost (i used the damage boost) is a must as is sweeping wind on blade storm. Keep your wind up always by killing his minions. If your dps is over 25k then you can get by with a more defensive mantra but anything lower conviction aura with overawe is a must. Resistances should be at least 700. My other skills were Blinding faith, breath of heaven (all on damage up) and Serenity 4 sec rune.
 

Rentahamster

Rodent Whores
Speaking of that, is their then any real value to selling it in chunks? I mean, in the end, it doesnt even always need to take the full amount, so it just seems more convenient to throw it all up in one big sum.
Oh I dunno, I was just thinking it would be a good way to cover a larger amount of time.

You might also want to dabble with buying commodities with gold, then selling them on the RMAH. Just make sure it's worth it.
 

KKRT00

Member
I think dashing strike is really good. If they made it "ground targetable" for half the screen distance it would be a LOT better (similar to furious charge but not as far since it's no CD).

It was that way for a half of beta. I dont understand why they've even changed that.
 

scy

Member
It's life regen iirc. They could put life on hit on the last rune, maybe. I don't think it'd be competitive late-game but it'd be useful for people struggling to progress.

Boon of Inspiration already gives Life on Hit. It's also terrible.
 
I looted a legandary amulet (oroubouros) in act 1. 150 dex, 400 loh, 4% crit chance and two other random stuff.

I put it on AH, first bid at 500k. Three bids later, its 650.

No last hour bid war. No last minute bid war.

Sold for 650k.

Fuck. My. Life.
 
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