You don’t even need Act 1 gear to do Act 2. Level 55+ items with good stats are fine. I’ve found it’s very important to ensure that you have Improved Attack Speed on all Rings/Amulets/Gloves. You need 12% movement speed on your boots (that may be less important for other classes, but is essential for a Wizard). Some passive life regen is really nice, I can manage 1000 life per second with Galvanizing Ward and the Templar. I also consider it essential to have at least one item with +pickup radius. Being able to grab life globes easily is really helpful. Also, it’s just a pain picking up gold without it.

Note: for those wondering what makes an item valuable, be aware that at level 60, items without IAS, that can have IAS (except for weapons, which just need to be high DPS) are largely worthless. Boots without move speed are also largely worthless. Other than that, Vitality, (Primary Stat), +Armor, Resist Physical, Resist All, Life on Hit, Life per Second are all valued. Crit chance and Crit damage can also be valuable. Magic find seems to be very highly valued.

I will eventually want to get high resists and armor, but at the moment I still need to use Force Armor to not get one-shotted, which makes the value of extra HP marginal, and the value of more mitigation questionable. The problem is that I will need to raise these values in order to not need Force Armor anymore. I think if I could manage 85% - 90% combined mitigation I could switch to Prismatic Armor, and start to stack up some HP.

Right now 40k DPS and Force Armor are standing me in good stead for farming Act 1. I’ve killed Maghda in Act 2, and progressed a little past that point. Some of the rare packs I’m encountering in sewers with very little room to kite around are causing me serious problems, though. It matters not, though, because I quite enjoy farming Act 1.

More and more lately I find myself coming down on the side of those who are baffled by low level drops. I’m getting level 50 rares in Act 4 Inferno, which just strikes me as odd. I mean, I wouldn’t care if they were garbage level 60 rares. That’s RNG and I’m A-OK with it, but level 50 items in the final act of the final difficulty level of the game? This shouldn’t happen.

Yeah, while the level of drops has risen from much lower, through Normal and most of Nightmare, to most items being slightly lower level in Hell, there are still some outliers that make me think Blizzard could tighten up it’s drop code. Last night at level 52 I got a level 23 rare off of a boss and multiple level 30 drops during the run.

It’s bad enough fighting the range for a decent item, but it’s much worse when even if it had perfect stat allocation it wouldn’t be worth using due to being 30 levels below my character.

Well…I tried Diablo 1 and 2 many times and just never enjoyed them. Did enjoy Titan Quest and a few others from the genre.

But, this one I’m enjoying quite a bit. Don’t know why it’s been different to me than the other 2 but for me it is.

I’m excited running through the regular game on my Monk and have started an HC DH.

I’m kind of glad I never played the others too much or I might understand the issues many are having…for me, enjoying it the way it is.

If you have 40k DPS you outgear Act 1 by a significant margin. The problem is that, as your post implies, there’s a significant gap between outgearing Act I and having sufficient gear for Act II. Which might be why they’re nerfing the difficulty. Though sure, we don’t know to what extent or in what manner.

Which wizard build are you running with? I’m enjoying the retarded all-in offense build someone posted here. It’s surprisingly effective. In Act I. In Act II…not so much.

Now i have some movement speed boots, the spirit generator that teleport you, and the utility that teleport you around. Plus the ring of fire aura, and the air spirit. My weapon is a 2h with 999 dps. I play in pugs act1 inferno, I can destroy normal mobs, with elites I do some damage then flee and wait to heal. With soo much movement stuff I can kite elites forever and sometimes heal the others dudes and revive people. This is a temporal build to farm act1 inferno, but is rather fun.

Now that I have my Demon Hunter in Inferno, it’s obvious to me why this is the preferred farming class. The DPS is stupidly high (as in what you actually apply, not paper doll DPS). Just absolutely ridiculous. There’s none of this drawn out kiting I go through with my Inferno wizard, as I can melt most elite packs so quickly it looks like I’m on normal difficulty.

Curious about your build, MrPerson. My own DH is in Act 2 Hell and I’m dreading the next acts, much less inferno.

I’ve mostly been running with Ray of Frost (12 AP version) and Blizzard (either cheap or big, depending on how I feel), Force Weapon (15% version), Force Armor, with Diamond Skin (Crystal) and Teleport (Fracture) to stay alive. I use Cold Blooded, Glass Cannon and Astral Presence with those.

It’s effective, but I get sick of Blizzard Kiting. So I am now trying something different:

Celestial Orb, Arcane Hydra, Crystal Skin, Sparkflint Familiar, Force Weapon, Prismatic Armor. Blur, Glass Cannon, Astral Presence.

It pretty much melts faces, and my tooltip DPS is up to 46k with the Sparkflint. The Orbs one-shot nearly all white mobs (and seeing them mow down groups never gets old), Arcane Hydra is great virtually free DPS that happens while I am running around. I’m running around with a total of 86% physical mitigation, and I am very survivable in Act 1.

I always had assumed that Venom Hydra wouldn’t work on Belial, since A) he’s not standing on any actual ground, B) he uses a lot of poison himself, and C) it would be OP given he’s imobile, and it would make sense to make it not work on him anyway (see A and B).

I’m thinking about squeezing Archon in, since I’m geared enough to plow through Act 1 now, and that seems to be the main use for the ability (plowing through content you out-gear). I always used to like Disintegrate back in earlier difficulties, so maybe the Archon version will be viable here. I can probably drop Diamond Skin TBH, so I’ll give it a go.

I prefer to use ultra-offensive builds when I can get away with it. I mostly prefer more defensive ones for progression, though.

That’s awful. On a more positive note, a level 51 fist weapon dropped not too long after my post. Progress!

Marked for Death can be replaced with whatever. A lot of people prefer Prep for Inferno, but I’m just farming part of Act 1 at the moment and don’t need it. Ball Lightning is pretty good until you can get Nether Tentacles for Elemental Arrow.

Anyone care to comment on my lowbie (level 31) DH build. It’s here. When solo, I find myself using Evasive Fire a lot for single target damage and Multishot for groups. But I wonder if I need Chakrams still and if I should swap Bola Shot for Entangling Shot.

At higher levels do you just go with 1 single-target shot, 1 AOE shot, and 4 utility type abilities?

Any comments on this?

http://www.redcoon.de/B362894-Blizzard-PS3-Diablo-3_Rollenspiele-Adventure

I think Ball Lightning may still be the way to go. BL has a much bigger aoe, and so far in Inferno I’m finding the life steal on NT to be a bit of a non factor, as things hit so hard you’re not healing enough to counteract it. I may be under armored though.

Pretty much.

I tend to run one generator and one hatred user. I like Hungering Arrow and Elemental Arrow (Ball Lightning), but Multi Shot with the half cost upgrade is good, as are some of the chakrams. Grenades get good later on with Stun Grenade and Gas Grenade but I didnt have much use for them early on. I personally can’t stand Bolo Shot as I hate the delay on damage. At 35, Preparation becomes sort of a must have as it can heal you for 60% of your health. I favor Smoke Screen over Vault, if you were to take just one, as SS breaks CC effects like Frozen and Jailer, which I’m pretty sure Vault doesn’t do sadly as I find Vault a more fun skill. Also, don’t overlook the Rain of Vengeance tree, as although that is just more damage it’s a free cast every 30 seconds that doesn’t use any hatred or discipline. Some of the runes on that skill are clunkers but others can be pretty strong (Stampede and Flying Strike both provide CC as well as damage.)

I know there’s a lot of mixed feelings about the AH, but to me it’s become sort of a sub-game. There are so many tricks and strategies you can do with the AH that it almost reminds me of EVE to some extent. For instance, I spent a few hours each day this past weekend just loitering in the low-bid portions of the “All Armor” categories for each player class. I just looked for new items put up for bid, with rock-bottom prices, that had all-res, one primary stat, and vit. Typically, I would spend between 5K and 15k for the item, and in most cases, sell them for many times that. My big coup was a wizard belt I bought for 5k that I was able to sell for 800k. I made 2 million gold during the weekend just doing this.

Can you tell me how you are using Entangling Shot? I find 60% snares to be… non-existent when it comes to champions/elites.

That’s actually probably my biggest gripe about the game, which is the same reason I didn’t like raids and whatnot in WoW. I love the increased difficulty, but I hate having my ability selection narrow further and further with each difficulty that I can progress. So many defensive/utility abilities like snares, frost nova, etc just go away in a blink of an eye in Inferno. As far as that goes, I like the ability balance best in Nightmare. The durations are reduced, but they’re still high enough to be effective.

While they certainly need to do some tweaking and adjusting to loot tables and legendaries, I still do not understand the angst over seeing low level drops in Inferno. This is what Diablo games have always done; go back and play Diablo II, defeat Baal in Hell and watch as pieces of level 5-20 set pieces drop.

It is part of the slot machine design of the game and not something I think they will much with too much.

Got an awesome affix on a level 44 weapon last night:

13.9% chance on hit to cause 2-3 bleed damage over 5 seconds.

I had to laugh. Something has to be bugged in their affix database.

The bleed stuff really is amazingly bad. I found one that was a chance to do 2-11 damage (around L40-50) and I thought that was bad…