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JoeTang Wrote:http://us.battle.net/d3/en/calculator/mo...bfg!Zccaba
Didn't really enjoy spenders in the Beta, especially the Secondaries, so I'm thinking of something that just pomegranates out DPS from all ends and uses Spirit purely for Dashing Strike and refreshing Mantra of Conviction. Seven-Sided Strike looks cool, but given the 30 second cooldown, I'd rather opt to spend my Spirit in the aforementioned method. But with a build like this, I doubt I need the extra 100 Spirit, and could put something else there. If I don't need the movement, I could swap in Sweeping Wind, too, and if the Critical Rate is too low, I'd have Thunderclap on Fists of Thunder for movement instead.
i think id swap exalted soul for chant of resonance or near death experience (especially for inferno)
chant of resonance looks crazy helpful for the mantra, and you could swap in the single spender you like or something cuz of the regen
i didnt play monk all the way to 13 (only like 6 or 8), but the glaring flaw of not generating spirit seems like it can be overcome easily later in the game
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modular Wrote:i think id swap exalted soul for chant of resonance or near death experience (especially for inferno)
chant of resonance looks crazy helpful for the mantra, and you could swap in the single spender you like or something cuz of the regen
i didnt play monk all the way to 13 (only like 6 or 8), but the glaring flaw of not generating spirit seems like it can be overcome easily later in the game
A mantra lasts 3 minutes. An additional 7 minutes seems rather stupidly useless. I didn't have any issue with generating spirit in the beta either unless there were just no monsters. I didn't particularly like any of the spenders, but that might change with the runes. None of the secondaries did significantly more damage than a generator to be worth the Spirit, except maybe Lashing Tail Kick, but the knockback wasn't helpful at all. Exploding Palm was really the only thing that contributed towards killing things faster at that point.
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JoeTang Wrote:A mantra lasts 3 minutes. An additional 7 minutes seems rather stupidly useless. I didn't have any issue with generating spirit in the beta either unless there were just no monsters. I didn't particularly like any of the spenders, but that might change with the runes. None of the secondaries did significantly more damage than a generator to be worth the Spirit, except maybe Lashing Tail Kick, but the knockback wasn't helpful at all. Exploding Palm was really the only thing that contributed towards killing things faster at that point.
eh, if maple has taught me anything at all, its that buff timers are always too short... but id think the regen would be nice for spamming dashing strike for movement purposes. whats better than a random passive that doesnt do anything for your dps? one that helps get you to the next mob faster. one that revives you when you die in inferno. i dunno. better than having max spirit with 3 generators and 1 utility spender...
meh i dont really want to argue cuz its an open ended game
but maybe you didnt think about these or something
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modular Wrote:eh, if maple has taught me anything at all, its that buff timers are always too short... but id think the regen would be nice for spamming dashing strike for movement purposes. whats better than a random passive that doesnt do anything for your dps? one that helps get you to the next mob faster. one that revives you when you die in inferno. i dunno. better than having max spirit with 3 generators and 1 utility spender...
meh i dont really want to argue cuz its an open ended game
but maybe you didnt think about these or something
The point is I'd be reusing Mantra of Conviction every now and then to get the +48% damage buff instead of +24% when possible to spend spirit (which would be half my total spirit without that passive), and Dashing Strike would be for moving towards enemies initially and it only costs 25. After I've closed the distance once, it wouldn't be necessary to do it again and I'd have recharged the spirit spend in ~2 seconds there after? The point of three generators is to make use of Combination Strike, though I might lower it to two or swap Dashing Strike to get Sweeping Wind for more damage, which would be a good spender as well. If I actually have trouble surviving, I could just swap out Mantra of Conviction to something defensive, rather than taking Near Death Experience since survival would be a larger issue for other party members at that point than me I feel.
It seems really wasteful to have Deadly Reach only for the 3rd strike bonus every 30 seconds though, but 18% is a lot, and it has good linear range. I really enjoyed Piercing Trident's effect, despite being slower. Crippling Wave is for radial crowd control with really good debuffs, especially party, and Hundred Fists would be my primary attacking. I have a strong intention of party play here, so I should have some decent support for crowd control, and I may not need to engage too quickly if others can't keep up with movement, or may need to engage quicker if there's a Vaulting DH with me ~_~ which would affect my Dashing Strike spec.
About your Demon Hunter, I had read somewhere that Hungering Arrow with Puncturing Arrow had higher DPS than an unruned Rapid Fire since it could pierce, which is interesting, but I'm not too sure on the validity. It seems plausible, but since we don't know any specifics yet on the rate of fire for Rapid Fire, we don't know for sure yet. Rapid Fire just has such a low potential to overkill against trash with its 57%? per arrow that made it so good in the beta, whereas Hungering usually only hit two targets and died, it was still really good. I think you've specced too much into crowd control though. Also, given how good Hungering Arrow and Entangling Shot are, I think having too many Hatred reducer runes is a bit wasteful when you could be investing in DPS or even better crowd control on spenders. There's that Discipline generator on Multishot too, which is really weird. Having near limitless Discipline with Vault... It'd be like trying to keep up with a Teleporting Sorc in DII T_T I think Demon Hunters have too much mobility.
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JoeTang Wrote:The point is I'd be reusing Mantra of Conviction every now and then to get the +48% damage buff instead of +24% when possible to spend spirit (which would be half my total spirit without that passive), and Dashing Strike would be for moving towards enemies initially and it only costs 25. After I've closed the distance once, it wouldn't be necessary to do it again and I'd have recharged the spirit spend in ~2 seconds there after? The point of three generators is to make use of Combination Strike, though I might lower it to two or swap Dashing Strike to get Sweeping Wind for more damage, which would be a good spender as well. If I actually have trouble surviving, I could just swap out Mantra of Conviction to something defensive, rather than taking Near Death Experience since survival would be a larger issue for other party members at that point than me I feel.
It seems really wasteful to have Deadly Reach only for the 3rd strike bonus every 30 seconds though, but 18% is a lot, and it has good linear range. I really enjoyed Piercing Trident's effect, despite being slower. Crippling Wave is for radial crowd control with really good debuffs, especially party, and Hundred Fists would be my primary attacking. I have a strong intention of party play here, so I should have some decent support for crowd control, and I may not need to engage too quickly if others can't keep up with movement, or may need to engage quicker if there's a Vaulting DH with me ~_~ which would affect my Dashing Strike spec.
About your Demon Hunter, I had read somewhere that Hungering Arrow with Puncturing Arrow had higher DPS than an unruned Rapid Fire since it could pierce, which is interesting, but I'm not too sure on the validity. It seems plausible, but since we don't know any specifics yet on the rate of fire for Rapid Fire, we don't know for sure yet. Rapid Fire just has such a low potential to overkill against trash with its 57%? per arrow that made it so good in the beta, whereas Hungering usually only hit two targets and died, it was still really good. I think you've specced too much into crowd control though. Also, given how good Hungering Arrow and Entangling Shot are, I think having too many Hatred reducer runes is a bit wasteful when you could be investing in DPS or even better crowd control on spenders. There's that Discipline generator on Multishot too, which is really weird. Having near limitless Discipline with Vault... It'd be like trying to keep up with a Teleporting Sorc in DII T_T I think Demon Hunters have too much mobility.
personally, i wouldnt remove dashing strike without replacing it with another mobility skill... but thats why i plan to be able to vault constantly. im a clearer at heart, but i also have a shorter attention span nowadays. clearing faster is better clearing.
i believe i may have seen that about puncturing arrow, but i definitely want rapid fire for the trash. i enjoy getting 20+ urn combos holding down right click too damn much. and in beta, i didnt figure out elective mode... so i gimped myself using entangling shot a lot without realizing i could have puncturing arrow too. 4 mob entangling shot was enough cc to vault away and wipe mobs with rapid fire, and i like that playstyle.... and it takes quite a bit of hatred doing that, even with withering fire reductions. but i havent (obviously) tried much else yet and at least a couple of my slots arent cemented.
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I just note that Punishment + Suppression Fire = unlimited Hatred with a big pack of fat mobs, that is... if the AoE is sufficiently big. I won't see myself using this very often in the first difficulty though.
I play by situation, so I have no fixed build. But I almost certainly will have Contagion in my DH all the time, and one of the runed Hungering Arrows. Maybe Entangling Shot (runed) and/or Caltrops if I'm losing too much health too often. The rest will be constantly changing.
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I AM READY. BRING IT ON!
(in 6 hour's time)
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Im confused as to the when the servers will actaully go live. Can anyone tell me exactly when it will be open?
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damn you error 108
Untradeable Wrote:Im confused as to the when the servers will actaully go live. Can anyone tell me exactly when it will be open?
midnight pst for the americas
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modular Wrote:damn you error 108
midnight pst for the americas
Ah ok. Was hoping it was a little earlier but I'll have to settle with after work tomorrow
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14 hours guys.
My body is ready.
Can't fucking wait.
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Justin Wrote:14 hours guys.
My body is ready.
Can't pineappleing wait.
So what class is everyone gunna play first? Personally im torn between Monk and Demon Hunter. (I didn't play the beta, As did not want to spoil it for myself)
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modular Wrote:damn you error 108
Error 108 = File corruption / unfinished file. You have to re-download the entire client again. Luckily, the FULL client is out and can be downloaded from your Battle.net account.
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1 hour and 40 minutes, fuuuuuuuuuuck i can't wait.
Took a nice nap and stocked on caffeine and gonna do an allnighter and then go to school tomorrow noon.
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Untradeable Wrote:So what class is everyone gunna play first? Personally im torn between Monk and Demon Hunter. (I didn't play the beta, As did not want to spoil it for myself)
dh and barb for me. I'll probably play both to lvl 10 or something then decide. Key#1462 is my gamer tag thingy if anyone wants to add me.
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BattleTag: DarkZetta#1672, also in my signature.
I'm for sure maining a Barbarian. I played one in D2 and I don't plan on switching any time soon.
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My battle tag is Omanath#1966, Prob gunna do Monk first.
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Hadriel#2594. I'll nuke monsters to bits.
Hadriel
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My battle tag is Corlab#1321
let's kick some demon ass later tonight.
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I get to authenticating credentials and then it just gives me an error 75 ;_;
Error 75 and 37.
BLIZZAAAAAAAAAAARD
Am i going to get an achievement for getting all the errors?
Also, massive spoilers below:
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