Diablo 3 Discussion Thread

But sprint is the best part of the build lol. Moving fast, laying nados, AND spinning fast. All 3 of those depend on sprint. Take that away and you're left with just boring slow WW. Not to mention, thats not a sustainable build. WW is a fury spender.

The coefficient on Sprint will be nerfed, but at least they didn't pull a Caltrops and remove the thing completely; it'll still do SOMETHING. Whether or not that reduction will make the double tornado build defunct is the real question. It may just take some retooling. The build is basically the Hammerdin of D3, so I don't think anyone should be surprised that this is happening. The problem before now was that the balance in Inferno made the double tornado build one of very few that were a "sure thing". The 1.0.5 monster damage changes (among others) should at least make fewer players feel like it is their only chance at success.

The fury cost will be reduced from 16 to 9 fury, so WW should be noticeably easier to start. Battle Rage (Into the Fray) will still work, plus it's been extended to 120 seconds (thank god) so you won't have to micromanage that so much or spend fury. Battle Cry will grant 10 fewer fury, but they took 10 seconds off the cooldown. There's also the Overpower - Momentum option, which has a new 12 second cooldown that is reduced with crits.

Personally, I usually run with the Superstition passive skill because it both helps with elemental damage reduction and pretty much grants me unlimited fury any time I fight a molten/plagued/desecrator/electrified elite. I also frequently use the Dust Devils rune.
 
I'm wondering where I fall in monster level too. I'm slightly behind you in gear, but 100k should be pretty high on the bell curve. According to diablo progress, my unbuffed DPS is top 10k in America and top 6k in the world as wizards.

However, I've been seeing people still with triple my dps (>300k), that might be whats needed for top monster levels. With the way the changes seem to be going there, progression seems a lot more incremental and a lot less RNG act 3 rolls. Maybe something like

Act1(ML1-5) < Act1(ML5-9) < Act1(ML10) = Act 2(ML1-5) < Act 2 (ML5-7) < Act2(7-10) = Act3(ML1-3) < later Act 3 monster levels.

I'm going to jump on the PTR if its up this weekend to see where I can comfortably stand, and where i can maximize my exp gains

Yeah at first I thought that jumping on the PTR would be wasted effort, but it's worth giving a try to figure things out ahead of time, which will pay off more in the long run.
 
Spectral Blade now = The Nuts. IMO that is way too much of a buff. That spell was already bad ass and the primary attack I use.
 
The coefficient on Sprint will be nerfed, but at least they didn't pull a Caltrops and remove the thing completely; it'll still do SOMETHING. Whether or not that reduction will make the double tornado build defunct is the real question. It may just take some retooling. The build is basically the Hammerdin of D3, so I don't think anyone should be surprised that this is happening. The problem before now was that the balance in Inferno made the double tornado build one of very few that were a "sure thing". The 1.0.5 monster damage changes (among others) should at least make fewer players feel like it is their only chance at success.

The fury cost will be reduced from 16 to 9 fury, so WW should be noticeably easier to start. Battle Rage (Into the Fray) will still work, plus it's been extended to 120 seconds (thank god) so you won't have to micromanage that so much or spend fury. Battle Cry will grant 10 fewer fury, but they took 10 seconds off the cooldown. There's also the Overpower - Momentum option, which has a new 12 second cooldown that is reduced with crits.

Personally, I usually run with the Superstition passive skill because it both helps with elemental damage reduction and pretty much grants me unlimited fury any time I fight a molten/plagued/desecrator/electrified elite. I also frequently use the Dust Devils rune.

Agreed. I didn't mean to imply that they were removing run like the wind completely. But going from 20% proc to 8% is significant and no one will know for sure until we're able to try it out in game. It will be interesting to shake things up I guess.

And really battle rage being extended is not a big deal for me. When in Berserker, and keeping it up using thrive, I activated battle rage quite often, not exactly spamming it but every 2-3 seconds probably. Its an easy fury spender which you want so you gain more fury which prolongs Berserker. I know WW barbs were very strong, and that's not the reason I am bummed about it (I think). I'm bummed just because the build synergized really well with all the other skills. It just all seemed to click like a lock and key. It was very fluid and I never felt disjointed. I just hope that hasn't been lost, because then in my eyes its more than a nerf, they'll have just made something obselete.
 
The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added

I like this change.

Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

Interesting. Might mean less bad gear from Inferno mobs which I think are all the same level?

Items below iLevel 58 no longer drop in Inferno difficulty

HUGE change.
 
The crafted legendary ring resembles über tristram in d2. Something like.

Kill 3 specific mobs for keys
For each set of 3 keys, open portal for infernal machine
Infernal machine boss drops 1 of 3 ring parts
Craft ring.

This may be a ridiculous time sink based on drop rates. Keys drop rates were about 1/64 for each boss, and you needed 3 of each to get all 3 parts to open über Tristram. At least once you gathered the 9 keys, the boss drop rates were 100%.

D3 could be worse. Depending on spawn rate and drop rate of the keys and the recepie for the machine, and the drop rate of the parts from the infernal machine boss, heavy farming may be required.
 
Wish they did got rid of all white items on inferno.. total worthless to even drop as u cant even sell for decent cash as u could in d2 better blue items and that... and loot really is a joke getting crap rares with 2-300damage rofl...
 
It'll be interesting if

"Items below iLevel 58 no longer drop in Inferno difficulty"

effects i63 drop rates. I would assume very likely.
 
The crafted legendary ring resembles über tristram in d2. Something like.

Kill 3 specific mobs for keys
For each set of 3 keys, open portal for infernal machine
Infernal machine boss drops 1 of 3 ring parts
Craft ring.

This may be a ridiculous time sink based on drop rates. Keys drop rates were about 1/64 for each boss, and you needed 3 of each to get all 3 parts to open über Tristram. At least once you gathered the 9 keys, the boss drop rates were 100%.

D3 could be worse. Depending on spawn rate and drop rate of the keys and the recepie for the machine, and the drop rate of the parts from the infernal machine boss, heavy farming may be required.

So whats the perk of having this ring? Any ideas?
 
Apparently the proc coefficient to the Wizard's Energy Twister - Storm Chaser was nerfed. Bummer, but I guess it was to be expected. I still swap my 2H with my 1H/OH combo and use it to get Archon mode back up, in situations where it falls off early. I think my crit is high enough such that it's not a big deal. I just can't refresh the full 2M CD of Archon within seconds vs. very large packs lol.
 
What is the bonus per power level for MF and how much harder is it making mobs?

Dumb that they don't give you bonus xp at 60 for it
 
Anyone else experiencing quite immense FPS-drops while playing in groups or while battling hordes of mobs?

Playing at 2560x1440 with everything set to max w/out AA.

FPS goes from 60 down to 10-15, sometimes lower.

I have the system in my sig, i've tried what i can think of (with SLI, without, the other SLI performance bit, RAMdisking the whole game, other drivers, etc)
 
What is the bonus per power level for MF and how much harder is it making mobs?

Dumb that they don't give you bonus xp at 60 for it

last I heard it was 25-30 per power level. They do give bonus xp for monster level, meaning if you have good gear you can up the monster level for faster paragon levels.

Big catch is killing speed > monster level, just like what I've been saying with magic find and exp gear. This will break down the hurdles between acts. It's now pointless to ask whats the best act/monster power for exp and loot, because its entirely dependent on what you can handle.

People have been crying that monster level 10 is too hard, but I believe that they're making it designed for top tier rolls. Going on the patch notes of affix rolls are based on monster level, this could mean higher monster levels could really start making a lot of near perfect rolls happen. It'd still be hard to roll mainstat/mainstatvit/attackspeed/crit/critdamage/resall gloves, but when it does roll in high monster levels, it's likely to be 8-9IAS, +200mainstat,8crit, 40-50critd, 70+resall as opposed to lower tiers of those rolls.

I'll probably roll more 60s too just because it will be stupid easy to level them up. Hit level 15, massive socket abuse, monster power level 10, possibly hit 60 in act 1 hell.
 
Haven't played for like 3 months and yesterday logged in to check the game. What I noticed that all my gear is basically worthless, and I am sitting here with 1.5M gold and see dudes with billions. What's the trick getting my Monk in shape?
 
Haven't played for like 3 months and yesterday logged in to check the game. What I noticed that all my gear is basically worthless, and I am sitting here with 1.5M gold and see dudes with billions. What's the trick getting my Monk in shape?

Dont let those outside factors influence you. Game has been made easier so you're gear is at least the same if not better. And better gear is always getting cheaper just b/c of the time the game has been out and people farming. So I doubt your gear is "worthless."
 
Haven't played for like 3 months and yesterday logged in to check the game. What I noticed that all my gear is basically worthless, and I am sitting here with 1.5M gold and see dudes with billions. What's the trick getting my Monk in shape?

obviously resists are important, I'd shoot for at least 800
a huge chunk of life per second helps
life per hit is nice
I prefer life steal on weapons
try to get high crit for tornadoes...tornadoes everywhere
then go for high dex and crit dmg if you can afford it
life per spirit spent is hard to find but always good after all this

make sure your weapons have
dex
crit dmg
socket
life on hit or life steal
put the highest crit dmg gem you can in the socket, and remember you can use that gem over and over
 
Currently contemplating on getting a radiant star ruby for a little more exp. I barely clawed my way back into the 20M gold range and I don't foresee any gigantic gear upgrades without spending considerably more (best upgrade for ~20M that I can think of atm is a ring for ~5k more dps or so). I think the extra 6% exp over the regular star rubies will definitely matter in the long run, which is what paragon leveling is about. We'll see.
 
Might want more survival / dps Yoshi. Watching Twitch and seeing those guys get owned on level 10 is painful. Or at least test your current gear on the PTR to see how close you are to handling it.
 
Might want more survival / dps Yoshi. Watching Twitch and seeing those guys get owned on level 10 is painful. Or at least test your current gear on the PTR to see how close you are to handling it.

It might be worth even dropping the ruby for a %life gem depending on the scale and return of monster power level.

I wished PTR was up so i could spend an hour or two testing out the scaling, but then again, I have BL2 and TL2 keeping me company :)
 
where are you seeing these videos?

On Twitch the guys were livestreaming the new patch. Let me see if some of the guys I follow put up a video. I'll edit this post regardless and say so.

Here is Barbarian Power level 10. Skip to the 1hr 7 min mark. He was using a shield when he did this because he was getting blown up at times with 2k LoH while dual wielding if I remember right.

http://www.twitch.tv/kingkongor/b/333019717
 
Last edited:
Yeah, level 10 looks quite scary, but I'm not ashamed to admit it if I can't farm that difficulty efficiently for now and will scale down where I need to. I'll just re-evaluate my gear as I go. The PTR definitely will give me a slight head start in that regard, but I don't want to "waste" too much time on there. No matter what though, each upgrade will be extremely expensive from now on. Having a better exp gem now means I'll be getting levels faster right now. Just ding'ed 45! :D

I currently emphasize quite a bit on survivability, even though I'm more of a glass cannon, Depending on how things turn out, I may have to start gearing up for self-sustaining survivability (LoH/Life Steal), but we'll see. I fully expect Archon to drop off regularly at high MP levels, but with my current spec, CM will reduce its cooldown so fast that the proc coefficient nerf to storm chaser won't be huge deal (it was nerfed by a factor of 4, btw).

Currently, my level of comfort is around having ~550k EHP, with about 30-35k real HP. That EHP threshold will obviously drop come next patch, but it's the level where I can play very sloppily and still survive very well. Ever since I swapped my bracers with the Lacuni Prowlers I found, my EHP dropped by almost 100k and DPS by 4k, which is fine for the movement speed, but there are a lot more "oh shit" moments where I have to pop potions and of course more moments where I die.
 
Currently contemplating on getting a radiant star ruby for a little more exp. I barely clawed my way back into the 20M gold range and I don't foresee any gigantic gear upgrades without spending considerably more (best upgrade for ~20M that I can think of atm is a ring for ~5k more dps or so). I think the extra 6% exp over the regular star rubies will definitely matter in the long run, which is what paragon leveling is about. We'll see.

I've actually been contemplating the gem issue also. Except that I went with a topaz. I've spent all my gold recently and I really would like to see some nice drops. So I stuck a topaz in there. I kind of re-evaluated and decided that the game is really about farming and finding loot. So I will start pulling back the MF when I get capped. As of right now I'm at plvl 37 with 310% MF.

Also, I wouldn't let Kongor's stream influence you too much about the state of the game for 1.05. His gear is not exactly typical gear. And I've watched his stream plenty and he was straight up owning monster level 10 with no shield. He was pulling in every single monster in the big field before the bridge in Act 3 and just WWing like crazy.
 
My HC barb is now almost paragon lvl 32. My gear is pretty sick, I've got act 3 on farm, and I've amassed a small fortune. I fully expect to DC and die any day now :mad:
 
My HC barb is now almost paragon lvl 32. My gear is pretty sick, I've got act 3 on farm, and I've amassed a small fortune. I fully expect to DC and die any day now :mad:

Very nice indeed man! I hope thats not how you go out.
 
bilzz said:
when selling an item, a "Find Similar"button has been added to allow players to quickly search for items currently up for auction that have similar stats
Fucking excellent. I can finally sell gear without wanting to kill myself!!
 
I'm wondering how that will work out. I tend to just put in the main stats that are most desirable and subtract a little to get a decent range of items (unless its really valuable like crit chance, # of sockets, etc.).
 
Heh, my build doesnt seem to work well in high monster powers

Started at 5, nope, 4, nope, 3 ok....
My Skycrown run at ML3 was ugly, 14mil/hr
2 I think is equivalent to whats out on live right now...23mil/hr
Numbers arent definate with a single run, but at ML3 I couldnt stay in archon mode.

I could boost my dps, but even breaking even on survival, Damage reflect at 3 is pretty painful for me now. I guess i need more armor/resists
 
Looks like as soon as you set MP >= 1 all of the enemies scale up to level 63, meaning Act 1 / 2 are viable farming alternatives again. I was about to go insane doing Act3 runs, even if they are the most efficient.

http://us.battle.net/d3/en/forum/topic/6712831240#19

"So, the moment you go into Inferno with any kind of Monster Power (e.g. Monster Power 1 and above), all monsters become level 63, and they can now all drop iLevel 63 items the same way that Act III and Act IV Inferno currently do. However, bumping up Monster Power beyond 1 will not further increase your chance of getting iLevel 63 items."
 
Moldran and 2 other guys killed Skeleton King and Magda (uber bosses) on monster level 9, they had 5 stacks but lost it during the fight (he still had over 400MF without 5 stacks) they killed the bosses after like ~20 minutes, got 3 blues


Seems worth it
 
He crafted the epic ring too

+25 arcane resistance
+13 gold find
+13 magic find
Life on hit

Guaranteed 35% exp and hellfire proc i believe
The proc rate for the hellfire ball was really low, but was critting for 3 mil
 
Last edited:
Monster level doesnt matter if they don't fix the loot itemization. As a Dh with almost full nat sets at 260k dps without SS and having mowed down elites for months, if Blizz doenst fix the loot Mlvl means nothing.

Identifying 200000000 rares while 3 might be good is garbage. I have 30k elite kills and the item hunt ONLY became relevant in the most recent patch and I have over 400 mill in gold -- made mostly from AH flipping.

*edit: didnt mean to sound like I only AQH flip, but since I dont get but dog shit from the game I can actually make money from Auction House tycoon 3
 
I think the items are fine. You shouldn't be finding sick crap every day. That's all there is to it.
 
Back
Top