VariableMouth CongressStroke Me Lady FameRegistered Userregular
when the servers come back up should I beat it with another class first or grind out a level 4 blacksmith dude?
OR... does anyone have advice on killing 20 enemies at once with the monk? I think I'll drop a bell on them, probably the jar of souls even is my best chance.
Normal only huh. I want my uber lootz, damn. It would still prevent boss rushing in the grand scheme if it was only first kill, but I guess that's a mixed message too.
You sure do take a random person's statement as fact pretty easily!!
No where is it said that first time boss drops are normal only.
It's like they think a player will slot nothing but fury spenders on his barb and be stuck wondering why he can't use his abilities.
Most players will know better than to make a completely retarded build like that, but this system protects them from generally poor decisions like adding both Bash and Cleave, etc. It definitely makes the game more accessible, it's just that the visibility and interface for elective mode isn't the greatest.
Talk me down from this: honestly, Bash/Cleave sounds a lot nice than Blash/Hammer or Cleave/Hammer....
I'm with you on disliking the hammer; Rend is pretty awesome though, especially once you get the rune that increases its range.
Normal only huh. I want my uber lootz, damn. It would still prevent boss rushing in the grand scheme if it was only first kill, but I guess that's a mixed message too.
You sure do take a random person's statement as fact pretty easily!!
No where is it said that first time boss drops are normal only.
I TRUST you people! Are you saying I'm being...LIED TO!?!?! :evil:
I probably should have worded that differently. If it IS like that I frown, but it's pretty minor overall.
It's like they think a player will slot nothing but fury spenders on his barb and be stuck wondering why he can't use his abilities.
Most players will know better than to make a completely retarded build like that, but this system protects them from generally poor decisions like adding both Bash and Cleave, etc. It definitely makes the game more accessible, it's just that the visibility and interface for elective mode isn't the greatest.
Talk me down from this: honestly, Bash/Cleave sounds a lot nice than Blash/Hammer or Cleave/Hammer....
Bash/hammer: Use bash against single targets, hammer against clusters. Same basic strategy as Bash/Cleave, but you are getting more damage!
The design in these early levels is really fantastic. Aside from the barbarian, who starts out feeling amazing and pretty much stays that way, I found that right about the time I was hitting the Skeleton King with each class I reached a point of badassery that really made things click. Just enough skills to customize a bit and start wreaking havoc in a variety of ways. No class was really boring early on, but the progression of power is just really well timed to hit a sweet spot right before that first real boss.
I actually died against the skeleton king with my DH. I don't feel like I was doing enough damage to him with either chain gang (to quickly wipe out his minions) or puncturing arrow. Rapid fire could do a bit of damage to him, but I just didn't seem to be able to do nearly the damage I could with my monk.
That could have been the weapon too. The highest damage weapon I've found for my DH is a 11.something light crossbow. And I've found no decent hand crossbows at all. :P
Buy a decent hand crossbow from the fence. He offers 16 or 17DPS hand crossbows. Put a decent quiver in your offhand, and two rings with +2-4 damage each and you'll have monster DPS in no time. The DH is much more fun when she can actually kill things. Once she has gear and AOE skills, she becomes fun. Unfortunately it takes till the end of the beta for her to really get off the ground. Twinking yourself some crossbows could get you through that rough patch.
or just abuse the stun on impale.
Not a bad idea on the fence. I didn't even look at the merchants so far because I was pouring all my gold into the blacksmith (who is a couple boosts into journeyman now). It was interesting just seeing what came up in there.
Is it better to do the hand crossbow and quiver, or two hand-crossbows? Will the speed boost from the quiver offset the damage boost from a second weapon? It feels like the quiver makes more sense for bows/light crossbows.
dual wielding is a flat 15% IAS increase, so the quiver is probably actually the inferior source for DPS, as long as both your crossbows are the same DPS. You alternate which hand you fire with, so one great xbow and one shitty xbow can actually reduce your DPS. o.O
I hope they add an auction house option for "only display auctions that have a buyout" and/or there are good mods available.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
is there anything within diablo 3 to add realid friends?
I'm in love with it now, a friend from high school (almost 10 years ago) was on the beta and we played for a couple of hours today, it was really nice!
I actually died against the skeleton king with my DH. I don't feel like I was doing enough damage to him with either chain gang (to quickly wipe out his minions) or puncturing arrow. Rapid fire could do a bit of damage to him, but I just didn't seem to be able to do nearly the damage I could with my monk.
I died on him the first time that I fought him too but I think it was more because I under-estimated the amount of damage he could do. It was a long, drawn-out fight with me running around and wearing him down over time, then using pots & killing minions for health granules. I used Caltrops everywhere so that the spawning skeletons were easy to avoid. Rapid Fire was my go-to attack.
Buy a decent hand crossbow from the fence. He offers 16 or 17DPS hand crossbows. Put a decent quiver in your offhand, and two rings with +2-4 damage each and you'll have monster DPS in no time. The DH is much more fun when she can actually kill things.
This is what I'm attempting to do. I have a decent one-hand bow & a quiver, although I only have 1 ring so far. The rest of my gold I was spending on the Blacksmith crafting. I upgraded chest, gloves, bracers & boots that way.
is there anything within diablo 3 to add realid friends?
I'm in love with it now, a friend from high school (almost 10 years ago) was on the beta and we played for a couple of hours today, it was really nice!
Add him by his battle.net email address instead of his battletag.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
is there anything within diablo 3 to add realid friends?
I'm in love with it now, a friend from high school (almost 10 years ago) was on the beta and we played for a couple of hours today, it was really nice!
Add him by his battle.net email address instead of his battletag.
oh right, I was used to the automatic facebook attachment in sc2. thanks!
I guess if I see their name in sc2 I can just get their email from facebook and it will most likely be the same
Normal only huh. I want my uber lootz, damn. It would still prevent boss rushing in the grand scheme if it was only first kill, but I guess that's a mixed message too.
You sure do take a random person's statement as fact pretty easily!!
No where is it said that first time boss drops are normal only.
I TRUST you people! Are you saying I'm being...LIED TO!?!?! :evil:
I probably should have worded that differently. If it IS like that I frown, but it's pretty minor overall.
Hi. I'd like to provide some more information to the statement I made earlier.
"The SK only drops yellow on your first kill of him per character.
That is incorrect.The possibility of a boss (or anything, really) dropping magic gear or rare gear when you kill him remains intact on kills subsequent to your first. The probability may change, but it does not change to a probability of zero.
To be clear: On your first kill of a boss in normal difficulty, you are guaranteed a random rare and a class rare, as well as some blues and other stuff. All other kills on all difficulties result in standard drop probabilities. You have a decent chance of getting a rare or two every time you kill a boss."
I should have said it wasn't guaranteed on your next kill. My apologies.
So it may work like D2 with increased chance per first kill since that's "standard" for bosses with the change being you always get one rare in normal? Stupid semantics!
Big thumbs down to the fact that the spell casting classes have their base damage calculated based on weapon damage and can use two handed axes and whatnot. They both look absurd running around with a short bow because it has 14 dps.... I hope that the wands and 'wizard' weapons have enough stuff on them and are well balanced enough that there will be a real incentive for the spell casters to use them rather than simply a high dps axe or something
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
It's like they think a player will slot nothing but fury spenders on his barb and be stuck wondering why he can't use his abilities.
Most players will know better than to make a completely retarded build like that, but this system protects them from generally poor decisions like adding both Bash and Cleave, etc. It definitely makes the game more accessible, it's just that the visibility and interface for elective mode isn't the greatest.
Talk me down from this: honestly, Bash/Cleave sounds a lot nice than Blash/Hammer or Cleave/Hammer....
Hammer does way more damage than either of them. And they're too similar, you don't need a primary attack for both single and group targets. You can just use your secondary to compensate for the downside of your primary. There are too many extremely valuable skills to be able to waste two slots on slightly different primaries.
At lower levels you pretty much equip whatever weapon has highest dps. But at higher levels where weapons do more damage on average it'll be that much more important to have gear with +intelligence on it. Wands will be more likely to have advantageous stats for a wizard than a 2 handed axe.
Big thumbs down to the fact that the spell casting classes have their base damage calculated based on weapon damage and can use two handed axes and whatnot. They both look absurd running around with a short bow because it has 14 dps.... I hope that the wands and 'wizard' weapons have enough stuff on them and are well balanced enough that there will be a real incentive for the spell casters to use them rather than simply a high dps axe or something
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
Their class specific weapons (the doll and orb) provide some very nice benefits which make other choices slightly less appealing.
And I'm sorry but a wizard with a battle axe is awesome.
Big thumbs down to the fact that the spell casting classes have their base damage calculated based on weapon damage and can use two handed axes and whatnot. They both look absurd running around with a short bow because it has 14 dps.... I hope that the wands and 'wizard' weapons have enough stuff on them and are well balanced enough that there will be a real incentive for the spell casters to use them rather than simply a high dps axe or something
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
Their class specific weapons (the doll and orb) provide some very nice benefits which make other choices slightly less appealing.
And I'm sorry but a wizard with a battle axe is awesome.
This. My wizards in Skyrim and Oblivion have always wielded swords or axes, usually two-handers.
Big thumbs down to the fact that the spell casting classes have their base damage calculated based on weapon damage and can use two handed axes and whatnot. They both look absurd running around with a short bow because it has 14 dps.... I hope that the wands and 'wizard' weapons have enough stuff on them and are well balanced enough that there will be a real incentive for the spell casters to use them rather than simply a high dps axe or something
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
Their class specific weapons (the doll and orb) provide some very nice benefits which make other choices slightly less appealing.
And I'm sorry but a wizard with a battle axe is awesome.
Yup.
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Big thumbs down to the fact that the spell casting classes have their base damage calculated based on weapon damage and can use two handed axes and whatnot. They both look absurd running around with a short bow because it has 14 dps.... I hope that the wands and 'wizard' weapons have enough stuff on them and are well balanced enough that there will be a real incentive for the spell casters to use them rather than simply a high dps axe or something
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
The change to skill damage keying off weapons addresses one of the biggest imbalances in D2. It needed to be done.
Different weapon types have different probability weights for rolling certain affixes. Martial weapons are more likely to roll stats beneficial for Monks and Barbarians, whereas Wizards will find that wands and foci tend to roll better stats for them (intelligence, arcane power regen, etc.). This gives players some latitude for goofing around but still gently nudges them towards class appropriate gear.
The circle of life passive seems to be pretty useless on the WD. The only time I have gotten it to actually work is by having 3 dogs raised and dismissing one. Any other time it does not seem to actually raise any dogs. Am I missing something here?
The circle of life passive seems to be pretty useless on the WD. The only time I have gotten it to actually work is by having 3 dogs raised and dismissing one. Any other time it does not seem to actually raise any dogs. Am I missing something here?
You have a 3 dog max. So if you're at that max (which you almost always will be) its not that useful. Yeah I think its a shitty passive. It sounds much better in theory than it is in practice. It was awesome the first time I got it to work, but it doesnt do much. The percentage is low, and you're almost always maxed anyway. There are much better zombie dog spawning runes and passives for sacrifice damage chains.
If it allowed an extra dog it'd be useful. So you summon 3 normally but can spawn a 4th with your passive.
Then Zombie Handler could grant a 5th dog. So you summon 4 normally, but can spawn a 5th with both COL and ZH
Its main use is probably for builds that dont actually use the summon skill. So you can have tanks popping up from your passive without needing to waste a skill slot if your build isnt summoner based.
Its main use is probably for builds that dont actually use the summon skill. So you can have tanks popping up from your passive without needing to waste a skill slot if your build isnt summoner based.
Bingo.
You can run 3 dogs without using the skill. Random summons, but with just running around in a level, I almost always had 3 dogs up. That leaves a slot open for running an additional ability (especially once you turn elective mode on, since you could run Grasp and Fire Bats at the same time).
Its main use is probably for builds that dont actually use the summon skill. So you can have tanks popping up from your passive without needing to waste a skill slot if your build isnt summoner based.
Bingo.
You can run 3 dogs without using the skill. Random summons, but with just running around in a level, I almost always had 3 dogs up. That leaves a slot open for running an additional ability (especially once you turn elective mode on, since you could run Grasp and Fire Bats at the same time).
I tried doing it without using the 3 dog summon skill, but it did not raise any dogs in an entire clearing of the 4th level cathedral and SK.
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lu tzeSweeping the monestary steps.Registered Userregular
The circle of life passive seems to be pretty useless on the WD. The only time I have gotten it to actually work is by having 3 dogs raised and dismissing one. Any other time it does not seem to actually raise any dogs. Am I missing something here?
It's probably meant to be synergized with sacrifice.
Which we can't have in the open beta, because they KEPT ALL THE GOOD TOYS FOR THEMSELVES.
I tried it in another game and it seems to be working now.
And what do you mean we can't have sacrifice? I am using sacrifice / circle of life right now. Although the % of respawn doesn't make sacrifice worthwhile it seems, so I am just going to try summon and sacrifice combo.
Squabman on
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Played Barb to 11 and Monk to 9. Soooo tough to decide what I like. Especially since the Monk felt very blah at first, but by the time I hit the Skeleton King things seemed to be coming together.
There's a pretty good chance I just end up playing both.
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OR... does anyone have advice on killing 20 enemies at once with the monk? I think I'll drop a bell on them, probably the jar of souls even is my best chance.
No where is it said that first time boss drops are normal only.
I'm with you on disliking the hammer; Rend is pretty awesome though, especially once you get the rune that increases its range.
I TRUST you people! Are you saying I'm being...LIED TO!?!?! :evil:
I probably should have worded that differently. If it IS like that I frown, but it's pretty minor overall.
Bash/hammer: Use bash against single targets, hammer against clusters. Same basic strategy as Bash/Cleave, but you are getting more damage!
dual wielding is a flat 15% IAS increase, so the quiver is probably actually the inferior source for DPS, as long as both your crossbows are the same DPS. You alternate which hand you fire with, so one great xbow and one shitty xbow can actually reduce your DPS. o.O
thread on dual wielding DPS: http://us.battle.net/d3/en/forum/topic/3229373216
this is neat too: http://www.youtube.com/watch?v=Vke_bm42cNI
you can see his DPS go down when he goes from using a single high DPS axe to axe + club
I'm in love with it now, a friend from high school (almost 10 years ago) was on the beta and we played for a couple of hours today, it was really nice!
I died on him the first time that I fought him too but I think it was more because I under-estimated the amount of damage he could do. It was a long, drawn-out fight with me running around and wearing him down over time, then using pots & killing minions for health granules. I used Caltrops everywhere so that the spawning skeletons were easy to avoid. Rapid Fire was my go-to attack.
This is what I'm attempting to do. I have a decent one-hand bow & a quiver, although I only have 1 ring so far. The rest of my gold I was spending on the Blacksmith crafting. I upgraded chest, gloves, bracers & boots that way.
Add him by his battle.net email address instead of his battletag.
oh right, I was used to the automatic facebook attachment in sc2. thanks!
I guess if I see their name in sc2 I can just get their email from facebook and it will most likely be the same
Hi. I'd like to provide some more information to the statement I made earlier.
http://us.battle.net/d3/en/forum/topic/4427535127?page=2#21
"The SK only drops yellow on your first kill of him per character.
That is incorrect.The possibility of a boss (or anything, really) dropping magic gear or rare gear when you kill him remains intact on kills subsequent to your first. The probability may change, but it does not change to a probability of zero.
To be clear: On your first kill of a boss in normal difficulty, you are guaranteed a random rare and a class rare, as well as some blues and other stuff. All other kills on all difficulties result in standard drop probabilities. You have a decent chance of getting a rare or two every time you kill a boss."
I should have said it wasn't guaranteed on your next kill. My apologies.
Liver problems?
so hammer of the ancients does have a small AOE right? the tooltip is very unclear
They have discussed that in higher difficulities there will be diminishing returns on stuns and some bosses will be straight up immune.
Edit: You didn't need multiple demon hunters to do this on that patch - I had em stun locked while solo.
I believe it is the hunter filled with hatred. It's explained somewhat in the neat Demon Hunter prestory which I quite liked.
http://eu.battle.net/d3/en/game/lore/short-story/demon-hunter/
Time to read the Barbarian.
edit - oh, but big thumbs up to elective mode. Wizard with arcane fireball thing rather than the frost nova is a whole different paradigm
Hammer does way more damage than either of them. And they're too similar, you don't need a primary attack for both single and group targets. You can just use your secondary to compensate for the downside of your primary. There are too many extremely valuable skills to be able to waste two slots on slightly different primaries.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
Their class specific weapons (the doll and orb) provide some very nice benefits which make other choices slightly less appealing.
And I'm sorry but a wizard with a battle axe is awesome.
This. My wizards in Skyrim and Oblivion have always wielded swords or axes, usually two-handers.
Yup.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
The change to skill damage keying off weapons addresses one of the biggest imbalances in D2. It needed to be done.
Different weapon types have different probability weights for rolling certain affixes. Martial weapons are more likely to roll stats beneficial for Monks and Barbarians, whereas Wizards will find that wands and foci tend to roll better stats for them (intelligence, arcane power regen, etc.). This gives players some latitude for goofing around but still gently nudges them towards class appropriate gear.
At least it's just a few more weeks till release.
You have a 3 dog max. So if you're at that max (which you almost always will be) its not that useful. Yeah I think its a shitty passive. It sounds much better in theory than it is in practice. It was awesome the first time I got it to work, but it doesnt do much. The percentage is low, and you're almost always maxed anyway. There are much better zombie dog spawning runes and passives for sacrifice damage chains.
If it allowed an extra dog it'd be useful. So you summon 3 normally but can spawn a 4th with your passive.
Then Zombie Handler could grant a 5th dog. So you summon 4 normally, but can spawn a 5th with both COL and ZH
Its main use is probably for builds that dont actually use the summon skill. So you can have tanks popping up from your passive without needing to waste a skill slot if your build isnt summoner based.
No, it's just rare to get them from blues. Or rarer than from rares, anyway.
Bingo.
You can run 3 dogs without using the skill. Random summons, but with just running around in a level, I almost always had 3 dogs up. That leaves a slot open for running an additional ability (especially once you turn elective mode on, since you could run Grasp and Fire Bats at the same time).
I tried doing it without using the 3 dog summon skill, but it did not raise any dogs in an entire clearing of the 4th level cathedral and SK.
Which we can't have in the open beta, because they KEPT ALL THE GOOD TOYS FOR THEMSELVES.
Ahem.
And what do you mean we can't have sacrifice? I am using sacrifice / circle of life right now. Although the % of respawn doesn't make sacrifice worthwhile it seems, so I am just going to try summon and sacrifice combo.
There's a pretty good chance I just end up playing both.