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Diablo3 class thread
Mibs Wrote:I use:
Electrocute: Chain Lightning
Disintegrate: Chaos Nexus
Hydra: Venom Hydra (I LOVE THIS HYDRA SO MUCH)
Teleport: Wormhole (when on larger, expansive maps) / Diamond Skin: Prism (for enclosed areas)
Storm Armor: The one that reduces total arcane cost haha. Forget the name Smile
That explosion thing: Short Fuse

I literally change my Teleport / Armor / Explosion slot every 10-15 minutes. I can't seem to decide on anything.

Passives are: Arcane Presence, Power Hungry (change this one around often), Galvanizing Ward
Note that I am not level 60 yet (47 I think), so I'll be changing more as I progress.

What kind of weapon setup do you use with Disintegrate? The slower the weapon (less IAS), the longer you can hold the beam. It seems to work well with a slow big base damage 2-hander.
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seems like 1.03 was bad overall...

-battle.net D3 GD is full of people quoting "aren't you thankful!?", raging and whining about the changes... blues were chased off or something
-the population of public games hovers around 10% of prepatch numbers
-wear and tear for breakables is way out of line (and theyre looking at tweaking repairs)
-inferno bosses overbuffed (ghom poison, cydaea spiderling attack range) and the loss of a guaranteed 2nd rare means elite packs offer the same rewards. no reason to bother trying them unless youre doing it for progression.
-several bugs and changes they said were fixed are not (mortar @ melee, rubberbanding)
-betrayal of trust in items through retroactive nerfs with rerolls

oh and if you notice, all the very best weapons are physical damage. the +%dmg affix affects physical damage, but not elemental. this was not addressed in the patch and existed beforehand.

imo:
overall the game is in a better place because the item nerfs were necessary (despite items needing to be sacrosanct), gold inflation was similar to when new leaf city first came out, the philosophy change to loot acquisition in inferno is a sidestep (right thought process, wrong to nerf drops in act 3/4), and rebalancing inferno mob damage and hp was inevitable... but theyll hover around 10% of their former playerbase until at least next patch. the game just isnt fun this patch, blizzard took away too much and all we get in return is to fill our inventories with bad yellows instead of fairly good blues. i expect the next hotfix will destroy the last(?)/current bastion of exploitative play (treasure goblin farming @ road to alcarnus)... and then maybe, just maybe, we will see some much needed buffs to fun and reasons to play.

but really, welcome to D3 open beta. expect real game soon. its nexon-worthy skullduggery that we paid for a beta.
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modular Wrote:seems like 1.03 was bad overall...

-battle.net D3 GD is full of people quoting "aren't you thankful!?", raging and whining about the changes... blues were chased off or something
-the population of public games hovers around 10% of prepatch numbers
-wear and tear for breakables is way out of line (and theyre looking at tweaking repairs)
-inferno bosses overbuffed (ghom poison, cydaea spiderling attack range) and the loss of a guaranteed 2nd rare means elite packs offer the same rewards. no reason to bother trying them unless youre doing it for progression.
-several bugs and changes they said were fixed are not (mortar @ melee, rubberbanding)
-betrayal of trust in items through retroactive nerfs with rerolls

oh and if you notice, all the very best weapons are physical damage. the +%dmg affix affects physical damage, but not elemental. this was not addressed in the patch and existed beforehand.

imo:
overall the game is in a better place because the item nerfs were necessary (despite items needing to be sacrosanct), gold inflation was similar to when new leaf city first came out, the philosophy change to loot acquisition in inferno is a sidestep (right thought process, wrong to nerf drops in act 3/4), and rebalancing inferno mob damage and hp was inevitable... but theyll hover around 10% of their former playerbase until at least next patch. the game just isnt fun this patch, blizzard took away too much and all we get in return is to fill our inventories with bad yellows instead of fairly good blues. i expect the next hotfix will destroy the last(?)/current bastion of exploitative play (treasure goblin farming @ road to alcarnus)... and then maybe, just maybe, we will see some much needed buffs to fun and reasons to play.

but really, welcome to D3 open beta. expect real game soon. its nexon-worthy skullduggery that we paid for a beta.

The only reason this game feels like a beta is because there is no decent end game. In D2, you could make many differing character builds to keep you busy, while in the background Blizzard was balancing and tweaking the game. You didnt notice because you were busy having fun with builds and item hunting. Now there are no builds. It's just item hunting, so we've gotten to a place where we're constantly paying attention to Blizzard instead of experiencing fun ways to play the game. Btw, you can't balance and tweak a game like this UNTIL it goes live. You need millions of people using all the skills to get the data required. This isnt stuff a handful of in-house testers is going to be able to perfect before launch. People calling a constant balance/bugfix on a live game a 'beta' just irks me. You might as well call nearly every online accessible game right now a beta by that logic.

I think 1.0.3 was a great step, and that the complainers are louder than the praisers. Full inventories of crap yellows instead of good blues? That is retarded logic. Blues are garbage. I can farm large chunks of Act 1 inferno, come up with 40-50 rare items (at least!); many of which are useful or sellable. I can actually progress through Act 2 better than i could before (it is by no means an EZ mode like so many idiots keep saying). They made later parts of inferno a little easier, but it is still hard.

I dont use IAS, so i dont give a rats ass about them nerfing it. I think IAS was a cheesy tool that let people who were undergeared, advance farther than they should have been able to. Yes, mortars still glitch on walls or something (so theyve said), but out in the open you can see very clearly how the range was changed. Yes, elites and bosses both drop a guaranteed 1 rare. But bosses also drop far far more other loot than packs to. You'd be an idiot not to progress through the bosses still. The change was good because, as i said above, i found a ton more yellows now than before doing the same boss runs. I think getting rid of MF for chests was good and bad. I think resplendent chests should always check your MF, otherwise they are basically worthless spitting out 4-5 blues. The whole point of dungeons is to kill the packs there and loot the super chest.

The change to the jeweler was much needed, and i welcomed it. I think the blacksmith could have his requirements for crafting reduced a little more, but it was a step in the right direction.

I had no idea that the top DPS weapons were all physical damage. I wish they would just add some spice to all the other elements. Make them do something so choosing an element can affect how you build your character. A lot of the stuff in this game is extremely bland like that.
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after the patch i found more difficult to find decent items from mobs... almost everything is vendor trash.
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Zenkat Wrote:The only reason this game feels like a beta is because there is no decent end game. In D2, you could make many differing character builds to keep you busy, while in the background Blizzard was balancing and tweaking the game. You didnt notice because you were busy having fun with builds and item hunting. Now there are no builds. It's just item hunting, so we've gotten to a place where we're constantly paying attention to Blizzard instead of experiencing fun ways to play the game. Btw, you can't balance and tweak a game like this UNTIL it goes live. You need millions of people using all the skills to get the data required. This isnt stuff a handful of in-house testers is going to be able to perfect before launch. People calling a constant balance/bugfix on a live game a 'beta' just irks me. You might as well call nearly every online accessible game right now a beta by that logic.

I think 1.0.3 was a great step, and that the complainers are louder than the praisers. Full inventories of crap yellows instead of good blues? That is retarded logic. Blues are garbage. I can farm large chunks of Act 1 inferno, come up with 40-50 rare items (at least!); many of which are useful or sellable. I can actually progress through Act 2 better than i could before (it is by no means an EZ mode like so many idiots keep saying). They made later parts of inferno a little easier, but it is still hard.

I dont use IAS, so i dont give a rats ass about them nerfing it. I think IAS was a cheesy tool that let people who were undergeared, advance farther than they should have been able to. Yes, mortars still glitch on walls or something (so theyve said), but out in the open you can see very clearly how the range was changed. Yes, elites and bosses both drop a guaranteed 1 rare. But bosses also drop far far more other loot than packs to. You'd be an idiot not to progress through the bosses still. The change was good because, as i said above, i found a ton more yellows now than before doing the same boss runs. I think getting rid of MF for chests was good and bad. I think resplendent chests should always check your MF, otherwise they are basically worthless spitting out 4-5 blues. The whole point of dungeons is to kill the packs there and loot the super chest.

The change to the jeweler was much needed, and i welcomed it. I think the blacksmith could have his requirements for crafting reduced a little more, but it was a step in the right direction.

I had no idea that the top DPS weapons were all physical damage. I wish they would just add some spice to all the other elements. Make them do something so choosing an element can affect how you build your character. A lot of the stuff in this game is extremely bland like that.

i dunno, i think the reason the game feels like a beta is because every time someone posts an exploitative build or farming process it gets quickly nerfed into the ground to the point of there not being anything "fun" left to do once youve gone thru all the content 3 or 4 times. and that such ridiculous overreactions would have easily been prevented by having a few thousand out of house testers. you dont need millions of people. have them sign NDA's, do whatever it takes, get the glaring issues out of the game before it goes live. dont screw over the savvy of the population a week to a month after launch, theyre the best customers often times.

[rant="issues maybe solved by more comprehensive beta"]
also, so much of the end game feels like a trap set to kill you. unavoidably. without warning. and its apparently working as intended. why is that fun? wider and proper testing would have revealed it isnt. it feels good to kill a nearly impossible elite pack yes, but its at the expense of feeling extreme frustration at unavoidable death. a sense of relief that your death timer has reset once you get to the next elite pack is a cheap and obtuse version of fun. people constantly suggest elite affix changes on the forums with the only response being "we're open to ideas," followed by no info anywhere about whether its being discussed or considered or not. blizzards version of soon™. and in the end, the affixes are working is intended. horrible and nonexistent counterplay is intended. i think i should be making a decision to be vortexed or not, if i let it happen its cuz my gear is good enough that i dont care. teleports need telegraphing, then i can choose to care or not. autoattacks need modification to the hit frames (end instead of start) so i can try to dart away if i want, and not be killed 20 yards from the slashing axe.
[/rant]

secondly, the good blue weapons were absolutely not useless. my main weapon is just a blue, because a 1250 dps yellow 2h xbow costs a good 3x-10x the price i paid. even for bad ones. hell, even for equivalent real dps yellows sitting around 1k-1100 dps. filling my inven w/ 55-61 yellows in act 3 (and an occasional 62/63) instead of 58-63 blues is in no way better. half of those blues were weapons that were useful on just 2 decent affixes. now im like "omg 63 item o.O" any time i find either color, and maybe thats blizzards intention, but its so drastically different from before that the nostalgia of what used to be kills any current fun. i do agree with all the changes to acts 1/2. and the damage and hp is definitely better in act 3. but those drop nerfs hurt hard in terms of replayability.

the only IAS i used was rings, i bought an andy hat after nerf to get back to a comfortable orb walking shot/sec.
bosses on the other hand... lets say you decide to clear 1 more medium size area vs a boss. youll get 1-2 elite packs in the area, getting your yellow loot there. the white trash you 1-2 shot looking for those elites drops as much gold as you would get npcing the extra blues the boss dropped, because the likelyhood theyll be useful is more or less the same as the elites and trash dropping a useful blue. is it worth it? depends. if you know you can secure your boss kill on the first or second try, probably, because itll be quick and clean. and you dont have to worry the elites are a dreaded combo. if you would die 3-5 times on the boss... the elites probably wont reset their health until after a few deaths and you can probably take them out 1 at a time at least. boss wouldnt be worth it unless you get cornered into bad elite affixes everywhere. to make bosses worth the effort, theyve gotta have more rares++ on kill than elites (imo).

i really liked ghom before patch, he was a ranged boss. now hes a tanky dps boss, because no ranged will survive the extra poison while keeping a build sane for elite hunting. siegebreaker is still manageable on my DH build. cydaea is not. kulle was broken, now hes fair. belial is fine. in fact, belial is the best boss in the game. azmodan is easy, and would be the next best boss except for randomly spawning death pools under your feet. i havent bothered faceplanting against rakanoth or izual cuz act 4 sucks for NV, not that izual drops anything anyways. warden is fine or still too easy, butcher... was butcher changed? act 1 wasnt really the problem anyways.

simple solution to chest mf: scale it drastically with nephalem valor. rewarded for playing as intended, not rewarded for botting.

i like the other elements, and if i had seen 2 xbows with the same stats except 1 phys, 1 element... id go with element.
...and cold damage is far too useful to have the same damage as the others unfortunately. there was a dev post on this somewhere in the gd quagmire... all elements used to do something. the one that did the most damage was picked exclusively. when damage was normalized, the cc element was picked exclusively. hence, elements mostly just look pretty, but the one that kept its effect sucks for end game when dps is paramount. in early and mid game, definitely look out for cold damage weapons.
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I dunno, I'm finding this to be a really good party build and it shines when you're in the middle of a 5+ mob. Currently I have 31.5% base crit (51.5% with Energy Armor and Frost Nova buff) with my Arcane Orb having 8% additional crit.
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Act 3/4 loot drop rate confirmed to be too low.

There's talk about how this might have been hotfixed already.
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Tikey, I'm playing a variation of the melee Wizard build that is getting pretty popular. The idea is to build tanky and let Meteor and Spectral Blades (which have very high proc coefficients) refresh your cooldowns. It's the best way to make use of Critical Mass, in my opinion. White mobs are a complete joke and I can tank most elites in Act 2 if I manage my cooldowns well and don't stand in stuff. I just beat Belial with this build today and I'm now on Act 3, though I'm still farming Act 1 because the Act 3 drops suck. My stats:

[IMGspoiler]http://i.imgur.com/43gJc.jpg[/IMGspoiler]

There are a ton of variations on the build, too. I'm personally using Healing Blades in place of Deep Cuts. Teleport can be switched out to a skill of your choice. Slow Time, Mirror Image, and Hydra are common options. Wicked Wind is a decent alternative to Star Pact. Arcane Dynamo can be swapped out for Astral Presence or another passive of your choosing.
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Very cool. I'll try out Blades and Meteor. I was also thinking of building tanky, of course when funds allow me to.
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I disagree on blues still. I dont believe DPS is the end-all be-all of weapons. The secondary stats on yellows, to me, contribute far more than a little more DPS could.

I think they should still go back to varying elemental effects. Test it in the game, as it is now. See how the millions of players take hold of it, and possibly work it into a build. I still also think they should bring back manual attribute placement. It gives the feeling of a unique build. But, also add a button for default placement, so lazy people can continue as we have now.


modular Wrote:simple solution to chest mf: scale it drastically with nephalem valor. rewarded for playing as intended, not rewarded for botting.

i like the other elements, and if i had seen 2 xbows with the same stats except 1 phys, 1 element... id go with element.
...and cold damage is far too useful to have the same damage as the others unfortunately. there was a dev post on this somewhere in the gd quagmire... all elements used to do something. the one that did the most damage was picked exclusively. when damage was normalized, the cc element was picked exclusively. hence, elements mostly just look pretty, but the one that kept its effect sucks for end game when dps is paramount. in early and mid game, definitely look out for cold damage weapons.

I like your NV idea. That is a really good compromise. The nerf to chests was very knee-jerk, and should have been thought out more (and they maybe would have come up with your idea).
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i killed inferno ghom on DH Smile
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modular Wrote:seems like 1.03 was bad overall...

-battle.net D3 GD is full of people quoting "aren't you thankful!?", raging and whining about the changes... blues were chased off or something
-the population of public games hovers around 10% of prepatch numbers
-wear and tear for breakables is way out of line (and theyre looking at tweaking repairs)
-inferno bosses overbuffed (ghom poison, cydaea spiderling attack range) and the loss of a guaranteed 2nd rare means elite packs offer the same rewards. no reason to bother trying them unless youre doing it for progression.
-several bugs and changes they said were fixed are not (mortar @ melee, rubberbanding)
-betrayal of trust in items through retroactive nerfs with rerolls

oh and if you notice, all the very best weapons are physical damage. the +%dmg affix affects physical damage, but not elemental. this was not addressed in the patch and existed beforehand.

imo:
overall the game is in a better place because the item nerfs were necessary (despite items needing to be sacrosanct), gold inflation was similar to when new leaf city first came out, the philosophy change to loot acquisition in inferno is a sidestep (right thought process, wrong to nerf drops in act 3/4), and rebalancing inferno mob damage and hp was inevitable... but theyll hover around 10% of their former playerbase until at least next patch. the game just isnt fun this patch, blizzard took away too much and all we get in return is to fill our inventories with bad yellows instead of fairly good blues. i expect the next hotfix will destroy the last(?)/current bastion of exploitative play (treasure goblin farming @ road to alcarnus)... and then maybe, just maybe, we will see some much needed buffs to fun and reasons to play.

but really, welcome to D3 open beta. expect real game soon. its nexon-worthy skullduggery that we paid for a beta.

Ya I noticed a large amount of bad yellows.
As for the nerfs. I feel most of them were uneeded.
Luckily I am still able to make gold off all this.

I feel they need to address is the latency issue with their servers.

Still really annoyed unique champ mobs are stronger then the bosses.

I did noticed I kept my stacks if I died. Might be a bug idk. Didn't read the patch notes fully after reading too many nerfs.
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[Image: 779]

In the meantime, not really too caring about the nerfs. Looks like taking it slow has saved me the trauma of experiencing the IAS nerf as well as the drop nerf. I can only offer my sympathies to you guys for those feeling the nerfs hard.
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modular Wrote:i killed inferno ghom on DH Smile

But you're a DH. They're still overpowered Sad
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modular Wrote:i killed inferno ghom on DH Smile

>Demon Hunter

Come back when you kill Ghom on a melee. Kekeke
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Dark Link Wrote:But you're a DH. They're still overpowered Sad

IllegallySane Wrote:>Demon Hunter

Come back when you kill Ghom on a melee. Kekeke

idk if you guys realize it, but hes really easy on barbs now... where before he was really hard.
not sure about monks.
nearly impossible on wiz.
dont know a damn thing about WD, maybe they can burst.
and DH... well if you buy (a) melee weapon(s) and stack 1.5k+ LoH you can cheese him with spiky caltrops and gas grenades. but i didnt do that.

the whole glass cannon DH is op thing is so last week Tongue
go try killing him.
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modular Wrote:the whole glass cannon DH is op thing is so last week Tongue
go try killing him.

Glass Cannon DHs / Wizs are still destroying everything even with the changes in 1.0.3.
The only "killer" that hurts them is Siegebreaker, because of his damage reflect.
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Dark Link Wrote:Glass Cannon DHs / Wizs are still destroying everything even with the changes in 1.0.3.
The only "killer" that hurts them is Siegebreaker, because of his damage reflect.

except people also build glass cannon barbs and do well now...

i kill siegebreaker no problem, i just dont like reflect enough that id rather spend my finisher time on azmodan
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modular Wrote:except people also build glass cannon barbs and do well now...

I'd like to know who, because the only person I know who is pure glass cannon is KingKongor and he beat Inferno long ago.
Every other "Glass Cannon" Barb I've heard of still has 400-500+ Resists.
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Dark Link Wrote:I'd like to know who, because the only person I know who is pure glass cannon is KingKongor and he beat Inferno long ago.
Every other "Glass Cannon" Barb I've heard of still has 400-500+ Resists.

for example
http://d3db.com/calculator?class_id=1&di...=2&match=1
40 builds
wd same amount ish
monk 1/2 as many
dh/wiz 3x as many
(also only 9 tank DH builds fwiw... despite people now claiming it works. && 175 tank barb builds ~ same as glass cannon dh/wiz)

but yes, kongor (and wannabees) building crit chance/damage

there was another streamer with a foreign accent i stumbled on who was explaining how to be a mid range dpser barb (only not back line because he would use rage flip to keep stragglers off his dh/wiz buddies and on his monk tank... positioning positioning) and for the life of me i cant find it again... and he was saying he was the one doin work dps-wise

edit: gear has gotten good enough to where the people whove managed to get ahead in gold could pretty easily afford to deck out a barb in good dps gear that has some survivability, in addition to barbs having war cry which is pretty much standard on all of them anyways... 400-500 all resist is where my DH would be with war cry (~375 base), except DH dont have the extra 30% reduction for melee
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