stusser
1581
Wow, yeah, forgot about that.
Question about barbarians: do the warriors summoned with the skill āCall of the Ancientsā count as pets? My barbarian found a legendary pair of gloves that increase pet attack speed by 41%. It doesnāt have any int on it, so unless Call of the Ancients is a pet skill, theyāre basically useless to me.
As far as Toads go, Iāve got the legendary knife that makes them seek(as opposed to moving randomly) and explode twice each. With +55% fire damage from items, the explosive toads (fire rune) are quite terrifying and viable dps spam on t3. Iāve got the helm that doubles pet damage, so I use explosive toads and firebats to spawn fetishes with Fetish Sycophant (the fetishes crit for around 400k, and you can have quite a number out at once), Fire Dogs and the flaming gargantuan that lasts 15 seconds. He crits for 2.5 mil and attacks quite rapidly. Itās a fun build. Oh yea, and Searing Locusts is in there somewhere.
For Corpse Spiders, the only usable rune is Spider Queen. Shes actually a pretty effective, free, moving DoT. If I had better +poison damage items Iād probably run her in my build. Unfortunately most of the gear my WD uses is stuff my Wizard didnāt want, and a lot of that is Int gear with +fire damage, as fire is the lowest % of my Wizardās elemental damage output.
My Wizardās build is largely for optimizing the Tal Rasha 4-set bonus, i.e: dealing all 4 damage types every 8 seconds as concurrently as possible. The good news is that the new passive elemental exposure (+5% damage from all sources for each elemental damage type applied) is essentially a 20% free dps increase to my current build. And that is awesome.
I find the Witch Doctor and Monk to be highly effective as well, and I feel that if they had comparable items to my wizard they would be at least in the same ball-park power-wise. Iām not a great Barbarian player, but theoretically they can move the fastest and thus will probably be the best loot farmers (still) at 70. Wizard with teleport/wormhole and a bunch of cooldown redux and storm armor/scramble might be in the same ballpark. As far as I can tell the best way to get loot at 70 will be to set it to t1 (to enable torment only-drops), and clear as fast as humanly possible. This wonāt be the most efficient exp-wise, but to get into the gear zone for level 70 t6, itās what I plan on doing.
So I resurrected my old L50 Wiz to get her up to 60. Iām only playing on hard, running a frost build and got destroyed by my shadow clone in the Diablo fight. Any tips for this? Iām getting butchered by my own blizzards, stuns and slows.
Bateau
1585
Diamond skin, mirror images.
Many possibilities beyond those already mentioned: play on normal, do the quest in a group, use teleport, etc. etc.
Did not know that was a thing, that might clarify some of the guesswork.
Are they planning on doing anything about stash space? I find there is just not enough right now to consider holding on to large numbers of items with the hope of one day collecting enough pieces that may help with a particular build idea.
Squee
1590
When you buy Reaper of RoS you get an additional stash page you can buy/expand with gold just like the previous ones.
How many panes total then? Four? I donāt think that is enough. They really should be monetising stash pages like PoE so I can have two dozen of I want.
Theyāve added Australian servers!
rezaf
1593
So, Iāve played D3 again for a bit after a LONG hiatus.
I decided to lvl up a wizard that was about level 40 and have taken him to 55, so I played for a while ⦠everyone is happy with this new loot system?
It surely drops many more Legendaries (still havenāt had a set item), but significantly less loot overall (unless Iām misremembering) and I donāt know how I feel about the class bias. Sure, itās nice that it mostly drops loot this particular char can use, but that also makes loot less usefull overall, because possible hand-me-downs to other chars are a rare exception now, and everything you do collect is either more or less clearly better than what you have now or rubbish you can sell.
Back when I last played there were different crafting materials and tiered health potions, so half my stash (mild exaggeration) was empty when I looked in it again for the first time - Iām not sure why thereās only one potion type now.
Anyway, back to loot, one of the legendaries I found had a nice effect (spawn an elite enemy whenever a shrine is used), but other than that, they were mostly dull.
Whatās more, with ālegacyā modifiers (magic find is the most obvious) gone, most of the loot is still pretty boring.
Sure, early on, the DPS improvements were spectacular - I think I doubled my damage output early on and had several double-digit-percentage increases since ⦠but other than that.
Why are there so many life-related modifiers - regenerate x life every second, gain life when killing/hitting enemy, gain more life from globes ⦠- and basically NONE related to mana?
Itās what drives me as a wizard, so I might want to balance health with mana - if Iām out of mana, I basically throw needles and wait it out. I agree that it was pretty lame when you had an inventory full of mana potions and relied on constantly quaffing them, but now Iām dead in the water with nothing I can do. Thereās the occasional item that gives +5% hydra damage or whatever, but nothing that packs punch. It all feels very boring to me.
Did I just not play long enough yet? Itās been 20 hours or something now ā¦
rezaf
Tim_N
1594
Wow, when did that happen?
Apparently theyāve been in place for a couple of days, but were officially announced at a Blizzard event in Sydney last night.
MikeJ
1596
Having tiers of potions doesnāt work very well once you get rid of (normal, nightmare, hell, inferno) and allow the player to set the difficulty. If I start a new character and set the difficulty really high, I might be level 30 before I finish Act I, or I might be a lvl 60 just starting Act I. All vendors need to sell viable potions for all character levels. Having 20 tiers of potions available would just be confusing. Itās needlessly complex without adding to gameplay. Plus, as you say, it saves space.
Also, having a potion restore a portion of your health just makes more sense overall.
Zuwadza
1597
What I donāt understand is why even have an actual potion item in your inventory though. Iāve run out once in the entire time Iāve played. Itās great they streamlined potions, but why not just go the whole way?
Actually, thatās a pretty interesting thought. Just go straight to an inherent healing ability that can be used in combat. Put it on a timer so you canāt just spam it.
The basic potions are pretty boring, now, if a lot easier to manage. There are new level 61+ āpotionā items to make them interesting again. Theyāre legendary potion items that you can reuse like a potion every 30 seconds, just like the cooldown on a normal potion ā but they also have an extra bonus for 5 seconds after using it. Easily the most amusing of those is the Bottomless Potion of Kulle-Aid: