*** The Official Diablo III Thread ***

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Finished Act 1 Inferno on my Monk last night, we got to the room where you release all the spirits and then kill the jailer in the middle.

Shame we went running from 1 pack of blues, to run into another + a yellow. Que us running around like mad men picking up every mob and additional blues!

Had to tank the butcher which actually went better than expected, dodged most of his hits :)
 
Accidentally gained about 2k dps yesterday, finally broke 10k. Found a semi decent 2-hander, then when sorting out my stash realised I had a 550dps 1-hander that sits perfectly with my stay filled claw. Still struggle with inferno, but getting closer :)
 
Yeah i cant imagine spending my leisure time doing that, just play the game! I made 3 million yesterday just from stuff i looted and thats by no means unusual (this is in addition to the 2 million i made on the neck i resold and posted about earlier)
 
Almost done with Act 2 on WD. Just Belial left - had about 4 attempts on him last night before I logged off. Should get him tonight. SO much easier as ranged to progress through Act 2 - though I do still want to go back and pick my barb up at some stage again.

Oh and whoever said WD's are boring earlier in the thread - you're wrong, lots of fun and lots of escape options! Those darts too, ftt ftt ftt ftt ftt ftt!
 
Almost done with Act 2 on WD. Just Belial left - had about 4 attempts on him last night before I logged off. Should get him tonight. SO much easier as ranged to progress through Act 2 - though I do still want to go back and pick my barb up at some stage again.

Oh and whoever said WD's are boring earlier in the thread - you're wrong, lots of fun and lots of escape options! Those darts too, ftt ftt ftt ftt ftt ftt!

I've been thinking about a WD / DH for second character, are WD's as hugely pet dependant as I think they are? do their pets stand up well in inferno or just go insta splat?
 
Going to try Act 2 on my DH tonight. Managed to get to act 3 on a barbarian with 700+ res, 60k hp and 10k dps.

Wonder if it will be easier with a DH doing 60k dps and ranged ^^

Probably 10x easier!
 
Oh and whoever said WD's are boring earlier in the thread - you're wrong, lots of fun and lots of escape options! Those darts too, ftt ftt ftt ftt ftt ftt!

No, I'm 100% correct :p WD's are dull as..
Darts/Grasp or VQ/Bears, you essentially go through inferno pressing a single key :p



Should also add that my Barb is now only a few quests behind my WD (Barb Belial Inferno, WD catapults Act 3) and i found it more engaging, quicker, cheaper and easier to get there due to all of the good resist all/vit/str stuff thats around for relatively low cash at the moment.
Found a shield on the AH with 1027 armour, 1 socket, 33 str, 170 vit, 20 dex, 20 physical resist, 48 resist all and 2.5% chance to chill on hit for 112k :)
 
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I've been thinking about a WD / DH for second character, are WD's as hugely pet dependant as I think they are? do their pets stand up well in inferno or just go insta splat?

They start going insta splat once you get past Nightmare, I've seen a few builds around which make better use of pets but from what I can see they only really work well if your character is over geared.

Blizzard have said that they will be addressing the issue at a later date but at the moment WD's aren't dependant on pets.
 
They start going insta splat once you get past Nightmare, I've seen a few builds around which make better use of pets but from what I can see they only really work well if your character is over geared.

Blizzard have said that they will be addressing the issue at a later date but at the moment WD's aren't dependant on pets.

^ Dogs are useless past act 1 normal. Garg is useful up to Act 4 hell (not brilliant, but situationally useful).

Currently our pets don't scale with vitality at all, and only get 15% of our armour/dodge =/ this is whats due to be fixed apparently.

Don't know what Blizz were smoking - they said they want WD's to be actively re-summoning their stuff, so they want them to die, which is fair enough but - 60 second CD :s and 11k health (dogs) / 31k health (garg) .. how they could expect this to work ill never know.
 
No, there isn't a 'correct' diffculty, there is meant to be a ramp up going from act to act. The patch will merely lower Act 2 to be more of a mid point between 1 and 3, atm it's so close to 3 that it creates a gigantic gear gap required to be able to deal with it coming fresh faced out of Act 1. Whilst they'll be lowering all I can't see them doing that much to 3 and 4 because Act 3's difficulty is fine coming from the sort of gear needed for 2.

Have you done Act 3 xD

Act 2 is in no way 'close' to Act 3. I mean it's closer than the jump from Act 2 - Act 3, but it's still no where near the case of switch a few skills from offensive to defensive and you're fine as they suggest you should be...

kd
 
Anyone playing via Mac OSX other then me? anyway if so a warning - patch is out today with the 'mac client performance updates', but instead it just breaks it =/

Before patch: 2010 late iMac 27", full graphics in 1080p windowed mode - 45-60 FPS.
Post patch: 60-80 FPS (good) - spiking down to 2 FPS every 10 seconds for a few seconds (very bad :( )
 
Lol, just had my first green item. Tal Rasha's Guardianship. Its so ****. High all res, high +armour, good attack speed, some magic find.... and no stats at all.

Best part, was it from a champ? Was it from an act boss? No, it was from a dead guardsman in the Cave of the Betrayer...

On a side note, how much did they **** up the damage on spiderlings? I take 20-25k from Lacuni Huntresses, yet a tiny ****ing spider hits me for 40k+.

Spiderlings in the cave mission are somewhat impossible on inferno, and the stupid thing was every coop mission they brought the sheilded arachnids to the front door, so as soon as you teleported in you got instantly killed.

almost at the end of ACT I and it is very hard, been trying different skill methods to get it just right.

armour is 7k
damage is 8k
cric chance to damage 98%
damage increase of 800%
attack speed increase is 13-15%

vitality is 500 with 500 - 600 regen of health per second
200 - health regen on hit

strength 400
resistance of 400

health 20k
 
All my friends say making money is really easy in this game.

I wish I knew the secrets. I dropped 1.9m on a decent 2h bow yesterday with 1110+ dps. That was like, all my gold nearly lol T_T

Should make act 2 a breeze though. Kiting so easy on DH, just need to kill things quicker.

I've gotten quite a few legendaries and one green, but alas they have all been pretty bad.

Where people get the gold for 10m+ items I will never know. You get to the point where you have to spend 5m just for 1% crit and 5 dex. How do you cope with that?
 
Seem to struggle in 4 person co op on Act1 inferno on my monk mobs just seem to hit to hard for my 30k hp and 8.5k dps monk. On my own i can handle normal mobs fine and some elite pack (but very hard though). Wondering if i should just 5stack farm Diablo in Nightmare abit longer
 
Just farm inferno a1 solo until the patch hits.

Currently mobs get damage multipliers based on the players which just screws melee over for no reason. They're removing that soon, which will make grouping actually worth it for melees at least :)
 
Seem to struggle in 4 person co op on Act1 inferno on my monk mobs just seem to hit to hard for my 30k hp and 8.5k dps monk. On my own i can handle normal mobs fine and some elite pack (but very hard though). Wondering if i should just 5stack farm Diablo in Nightmare abit longer

Patience, next patch is getting rid of the damage increase in co-op :)
 
Seem to struggle in 4 person co op on Act1 inferno on my monk mobs just seem to hit to hard for my 30k hp and 8.5k dps monk. On my own i can handle normal mobs fine and some elite pack (but very hard though). Wondering if i should just 5stack farm Diablo in Nightmare abit longer

whats your passive skills

Mines

Galvanizing Ward

Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310.097 Life per second.


The following skills are improved:
Energy Armor
Ice Armor
Storm Armor

Archane Dynamo


When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage.


The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
Electrocute


Glass Cannon

Increases all damage done by 15%, but decreases Armor and resistances by 10%.
 
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