On April 26 2012 03:55 eluv wrote: http://us.battle.net/d3/en/calculator/demon-hunter#aQZldk!eTW!aaZZbb Hungering Arrow, with Impale and Multishot as spenders. In my mind, this is about as straightforward as it gets, with obvious ways to deal with a variety of situations, while staying strong enough in each of them.
Wondering why you are considering hot pursuit. I cant really see when to use it since if im running ill probably be kiting things. I suppose between fights it would make you faster though, is that why?
On April 26 2012 05:39 Blasterion wrote: Inspired my affinity for Lightning based characters, I bring you the Blast Arc build =D http://us.battle.net/d3/en/calculator/wizard#bcYXSm!bYV!aaZaaa Shock Pulse definitely going to use, but it being a more close up spell I don't take any force spells but instead take both Diamond Skin and Frost Nova. Arcane Orb for my more Ranged attacks and also incase of lightning resist.
I take Explosive bolts for the AoE chain reaction effect as well as Cold Snap for frost nova. For Arcane Blast I take Obliteration and Imroved absorb for Diamond Skin. For Conjuration I take electrify on Magic Weapon and for Mastery I take Archon as well as its AoE upon cast.
For passives I take Glass Cannon, Evocation and Paralysis.
The reason I didn't take Prodigy is because, There isn't much for me to spend Arcane power on. The only one being Arcane Orb. Since I will be using Frost Nova and Diamond Skin as my defensives Evocation reducing their cooldown will be essential
Nice. I hadn't even seen the electric magic weapon yet. Here is my version of your theme if you're interested. http://us.battle.net/d3/en/calculator/wizard#bcRXSm!bgV!aaZaab I think the lightning version of Hydra never misses an attack and its pretty fast too. I swapped glass cannon for critical mass cause I think it looks just looks amazing especially when combined with archon runed lower cooldown + evocation. Yea im a little worried it'll be too frail but the diamond skin + cooldown reduction passives, maybe not.
On April 26 2012 06:47 FarmI3oy wrote: I've been looking through this thread and I feel like half of you never played Diablo 2 for some reason. I see so many people going with builds that have zero defensive abilities. There is no chance that you will get past nightmare mode unless you pickup defensive abilities. I can guarantee that by the time you get into Hell and on you'll be going full defensive abilities/passives... Maybe I'm just reading the wrong builds.
Anyways maybe I'm just the kind of person that doesn't like being dead all the time and broke for that matter.
What kind of defensive abilities did you use in diablo 2? I really didnt use many and I played hardcore mode exclusively. Most of the defensive abilities in D2 were your gear and having everything in vitality. I remember on the zon using Valk for a distraction. Necro had minions to soak damage. Sorc had nothing besides slows, freeze, or teleporting to safety. Barb had nothing at all really besides iron skin passive. But for gear they all needed resistance, sometimes block, and barb/zon used leech quite a bit for surviving.
In D3 im gonna be using caltrops and tumble for survivability.The DH has some good kiting abilities.
I didn't see myself criting alot so I don't know if Critical mass will be something to be relied on.
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWY!ZbcYYa This was one of my builds I had up my sleeves, combining the Conflagaration and Cold Blooded Passives and making it into a dual elemental wizard. It sounds nice on paper what does everyone think?
On April 27 2012 01:22 Blasterion wrote: http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWY!ZbcYYa This was one of my builds I had up my sleeves, combining the Conflagaration and Cold Blooded Passives and making it into a dual elemental wizard. It sounds nice on paper what does everyone think?
I don't think anyone can predict wizard builds yet until we actually see Archon in action. The description is very vague and awesome at the same time. I think a lot of builds will rely heavily upon it though once people start experimenting with it.
Edit: I feel like your passive choices are a good idea but I think every endgame wizard will be taking diamond skin and Blur. The amount of survivability you gain with that passive/skill combination will be wicked.
On April 27 2012 01:22 Blasterion wrote: http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWY!ZbcYYa This was one of my builds I had up my sleeves, combining the Conflagaration and Cold Blooded Passives and making it into a dual elemental wizard. It sounds nice on paper what does everyone think?
I don't think anyone can predict wizard builds yet until we actually see Archon in action. The description is very vague and awesome at the same time. I think a lot of builds will rely heavily upon it though once people start experimenting with it.
Edit: I feel like your passive choices are a good idea but I think every endgame wizard will be taking diamond skin and Blur. The amount of survivability you gain with that passive/skill combination will be wicked.
It replaces your spells with Archon Melee Splash Archon Disintegrate Archon Arcane Explosion and stuff. looks like these spells have a 1000% weapon modifier.
On April 27 2012 01:22 Blasterion wrote: http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWY!ZbcYYa This was one of my builds I had up my sleeves, combining the Conflagaration and Cold Blooded Passives and making it into a dual elemental wizard. It sounds nice on paper what does everyone think?
I don't think anyone can predict wizard builds yet until we actually see Archon in action. The description is very vague and awesome at the same time. I think a lot of builds will rely heavily upon it though once people start experimenting with it.
Edit: I feel like your passive choices are a good idea but I think every endgame wizard will be taking diamond skin and Blur. The amount of survivability you gain with that passive/skill combination will be wicked.
On April 26 2012 11:50 Jerubaal wrote: Quick question. Does the WD still take damage when he's spirit walking?
Obviously i cant say for sure but from the description and runes i'd say you cant be attacked for 2 seconds, but monsters can and will attack your body instead. Also id guess that damage taken by your body doenst affect your health (up to the 50%).
On April 27 2012 01:22 Blasterion wrote: http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWY!ZbcYYa This was one of my builds I had up my sleeves, combining the Conflagaration and Cold Blooded Passives and making it into a dual elemental wizard. It sounds nice on paper what does everyone think?
I don't think anyone can predict wizard builds yet until we actually see Archon in action. The description is very vague and awesome at the same time. I think a lot of builds will rely heavily upon it though once people start experimenting with it.
Edit: I feel like your passive choices are a good idea but I think every endgame wizard will be taking diamond skin and Blur. The amount of survivability you gain with that passive/skill combination will be wicked.
On April 25 2012 18:17 Ramong wrote: Yeah, I am a little afraid that the Chinese gold farmers will wreck the auction house
Auction houses are regional, so I don't think we'll have to fear them.
Exactly my expectation, they may not be chinese but there will be people devoting alot of time to making money off of the auction house. Anyone casually playing D3 or even seriously playing D3 won't make anything off the action house I expect.
I dont agree...lets say you have the items of D2 in diablo3...
You get a Arkaine's valor with 140 armor instead of your previous one of 120 armor with all the same stats...I would personnally sell the previous one for real money...then, I will buy other stuff with it untill I get a crazy strong champion. Then, every item that is less strong will be sold to the benefit of my bank account...
Realistically, if you're only using the AH to buy new gear for your character, there's no reason to use the RMAH to do it. You'd use the normal gold AH for that, because converting to real $ is going to entail some loss in value for you (e.g. from Blizzard taking a cut of your sale).
I think it could cause an interesting market failure actually.
The vast majority of people are going to sell on the RMAH and buy on the gold AH. Meaning the supply of items is gonna be isolated from the demand.
I agree, It will be interesting to watch as the market develops. I always found it cool how WoW AH showed why selling stuff under its real value is bad, as in a few days prices would plummet if some wiseguy sold something for 50% of its value and in the end the sellers would lose alot of gold. As for the RMAH i expect items to sell for 50cents or less seeing as everyone will try to sell on RMAH as you said. Only end game EXTRA rare items could go for tens of dollars, but as time goes by and more people start farming endgame content their price will fall quickly.
If i were an economics student id definetely use the RMAH / AH as a subject on some random essay.
On April 26 2012 07:57 Medzo wrote: What kind of defensive abilities did you use in diablo 2? I really didnt use many and I played hardcore mode exclusively. Most of the defensive abilities in D2 were your gear and having everything in vitality. I remember on the zon using Valk for a distraction. Necro had minions to soak damage. Sorc had nothing besides slows, freeze, or teleporting to safety. Barb had nothing at all really besides iron skin passive. But for gear they all needed resistance, sometimes block, and barb/zon used leech quite a bit for surviving.
In D3 im gonna be using caltrops and tumble for survivability.The DH has some good kiting abilities.
Yeah, one of the reasons D2 became a bit limiting was simply because of this - it was too easy to survive, meaning that while a lot more builds were "viable" (could make Guardian), you were pretty much forced to pick a high DPS build because defensive skill points were almost wasted.
If you're never (or rarely) in danger of dying, you'd never even consider sacrificing damage increasing skills for defensive ones. Why would I sac synergy points for Fire Claws for more HP boosting skills, when my level 1+skills shockwave prevents any monster attacking me, ever? So I'd argue that D2's lack of true danger (not counting uber Tristram) decreased build variety.
I do believe the way to create more build variety is to make the game harder, with the intention of making glass cannon builds unplayable. Of course eventually people will have enough gear that they will work, but until then the challenge will be "how much offence can I squeeze out of this build, without losing so much survivability I can't progress?".
I'd rather see skill make up that difference than gear. Clever use of skills like teleport or leap making glass cannon builds viable is a lot more fun in my opinion. When everything is merely a gear check it just becomes repetitive grindfest with no challenge (because anyone dedicated is going to meet the gear requirement). This is the turnoff to raiding for me personally. The first time you kill that boss is awesome, but then you get more gear and it just becomes something you do every week.
The PvP system is still in a period of change and there is no definite schedule for its launch but the PvP system will be a completely open game mode. However, skills in their nature will remain the same, such as damage output, stun period, for example, may be reduced in PvP. Nothing specific has been decided regarding public testing of the PvP mode but do not rule out a similar system to World of Warcraft’s Patch Test Realm (PTR). It is hoped PvP mode will be in the game by the end of 2012. In PvE mode there will be no means to kill other players as that ruins the fun of the game. If demand is high they will consider having a Chinese interface with English audio. The expansion pack will provide new places, equipment and increase the difficulty but there will be no increase the level cap. There will be no ladder in Diablo 3. Skills should be similar as they are in the beta, possibly minor fine tuning will only be required. Character customization was a little more elaborate to begin with. Initially 8 or 9 hair and beard colours were designed for the Barbarian but once in game it made such a tiny difference and when wearing a helmet the differences could not be seen at all so they decided against this level of customisation. Dyes will allow you to customise your equipment. An invisible dye on body armour will make your character look as if they do not have body armor on. The third artisan (Mystic) will return but her role will be useful. The interface will not change but possibly minor tweaks. Jay has not beaten inferno difficulty, as a solo player or in a 4-player multiplayer game If a player was to read the lore, interact with the environment, access 80% of the game content then you are looking at 15-20 to complete normal difficult.
On April 27 2012 02:20 Blitzkrieg0 wrote: I'd rather see skill make up that difference than gear. Clever use of skills like teleport or leap making glass cannon builds viable is a lot more fun in my opinion. When everything is merely a gear check it just becomes repetitive grindfest with no challenge (because anyone dedicated is going to meet the gear requirement). This is the turnoff to raiding for me personally. The first time you kill that boss is awesome, but then you get more gear and it just becomes something you do every week.
Skill being able to prevent all incoming damage just leads right back to the D2 optimised damage builds.
If you could prevent all damage through skilful play, sure, your glass cannon build feels awesome and you feel like a massive baller for killing everything while never getting hit, but that means if you played a "normal" build just as skilfully, you'd never get within a million miles of dying and the game would be an easy snoozefest.
Then glass cannon builds become mandatory, because why would you possibly ever play a balanced build when glass cannon builds are viable and survivable with the same level of play. And you end up with D2 all over again.
IMO the design will be something like - there will be a massive amount of incoming damage, enough to kill you many times over in seconds - you must play well and use positioning/skills to avoid and/or mitigate the vast majority of this damage, or you will get instagibbed - there will still be a large amount of unavoidable damage, because otherwise there is no danger for good players and gear will be irrelevant
My greatest fear with D3 is that the majority of the "skill" will involve simply farming late Hell areas over and over to get enough gear to enter Inferno, where you will farm each act repeatedly to slowly enter the next act. That is to say, the sheer amount of undodgeable damage will mean that fast reflexes and build choice take a backseat to gearing up, since no matter what you do you're going to get hit.
I've never been a fan of the casino-like loot obsession that D2 heavily featured.
On April 27 2012 02:20 Blitzkrieg0 wrote: I'd rather see skill make up that difference than gear. Clever use of skills like teleport or leap making glass cannon builds viable is a lot more fun in my opinion. When everything is merely a gear check it just becomes repetitive grindfest with no challenge (because anyone dedicated is going to meet the gear requirement). This is the turnoff to raiding for me personally. The first time you kill that boss is awesome, but then you get more gear and it just becomes something you do every week.
Skill being able to prevent all incoming damage just leads right back to the D2 optimised damage builds.
If you could prevent all damage through skilful play, sure, your glass cannon build feels awesome and you feel like a massive baller for killing everything while never getting hit, but that means if you played a "normal" build just as skilfully, you'd never get within a million miles of dying and the game would be an easy snoozefest.
Then glass cannon builds become mandatory, because why would you possibly ever play a balanced build when glass cannon builds are viable and survivable with the same level of play. And you end up with D2 all over again.
IMO the design will be something like - there will be a massive amount of incoming damage, enough to kill you many times over in seconds - you must play well and use positioning/skills to avoid and/or mitigate the vast majority of this damage, or you will get instagibbed - there will still be a large amount of unavoidable damage, because otherwise there is no danger for good players and gear will be irrelevant
Well there could be dodge techniques that only work in certain areas. Do you think having a master build is better or having different setups for different areas? Of course, then you run the risk of having a skill build check ^_^
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group) Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.
Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing
First Skill=Frenzy + Triumph This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.
Second Skill=Rend + Bloodlust This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.
Defensive Skill=Ignore Pain + Ignorance is Bliss With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]
Might Skill=Revenge + Provocation This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.
Tactics Skill=War Cry + Hardened Wrath This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.
Rage Skill=Earthquake + Path of Fire Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice
Passives Inspiring Presence: this is more or less for my war cry shout because the 1% per second life regen is going to be minimal
Bloodthirst: This just stacks upon the previous lifesteal of the other skills with a bonus 3%
Relentless: This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs
This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.
Idea byickoray
Theory Crafting by: Zickoray, Archon, Pandablunt
This is my post for the Build planning thread and i am hoping to get more criticism here so what are your thoughts on this ideas, improvements, or compliments haha im open to any suggestions and if you need any clarification on something let me know ill be happen to explain the thought process further