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Old 2012-05-25, 02:14   Link #2001
Duo Maxwell
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I've been trying to build a throwing Barb, with increase crit chance + crit dmg. The problem always revolves around I don't have enough Fury, unless I can keep the critical chance happens continuously.

Well, when it crit, it can go up to 7k dmg, but when it doesn't, the dmg is only around 500 . Still be able to go soloing smoothly at Nightmare.
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Old 2012-05-25, 03:19   Link #2002
Blaat
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Quote:
Originally Posted by Archon_Wing View Post
So I finally managed to double my low monk health to about 13k in mid-nightmare. It still feels like it does fuckall against elite monsters. So how much health is needed for hell and beyond?

And also is mantra of healing worth it for later? The numbers seem to small to keep up with any reasonable amount of damage. Same goes for life regen.
I have 40k hp, 70% damage reduction due to my armor (this is fully buffed which includes the Deadly Range's Keen Eye rune and Seize the initiative passive) along with 40% resistance to all, and I can solo Act I inferno just fine.

As for mantra of healing, even though it's nerfed it's still useful due to two runes: passive spirit regen and the increase resistance rune. The only useless mantra is the retribution one (to a point I only used it once)
Quote:
Originally Posted by aohige View Post
With full stack, the Act bosses drop room full of goodies.
Yeah it's rather obvious they programmed it that way, if you carry the same amount of MF without that buff they don't drop anything worthwhile.
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Originally Posted by aohige View Post
They're blaming their own inability to progress a difficulty reserved for the best, on everything but themselves.
Or maybe they don't play the game on their own? I get one shotted when I do inferno with three friends hell I was so surprised to find out I could solo it on my own. (never played the game solo until inferno)
Meanwhile my ranged friends (2 Wiz, 1 DH, 1 WD) are farming inferno whimseyshire together. Now if I join that game I feel like I'm a waste of precious space, I can't melee without getting one shotted so I try being ranged standing behind zombie walls or in sanctuaries using deadly reach or Way of the Hundred Fist Kamehameha wave () notice the problem?
Now obviously I'm undergeared for whimseyshire but so are my ranged friends; I do think this unbalanced but I don't want inferno to be nerfed.
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Old 2012-05-25, 03:28   Link #2003
Mr Hat and Clogs
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Spoiler for For everything else...:
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Old 2012-05-25, 03:58   Link #2004
Archon_Wing
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I have a lot of low level shit for characters in the 10s and 20s that I kept for no reason. Upon learning that salvaging normal/nightmare items is worthless and you can't sell them for much gold I am just going to give them out. If for some reason you have a character there, just tell me and I'll inspect your things to see if I can improve them.
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Old 2012-05-25, 04:04   Link #2005
aohige
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Mantra of Healing in inferno is useful for its 20% resist increase.
Not its actual Hps
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Old 2012-05-25, 04:11   Link #2006
Chaos2Frozen
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Quote:
Originally Posted by Archon_Wing View Post
I have a lot of low level shit for characters in the 10s and 20s that I kept for no reason. Upon learning that salvaging normal/nightmare items is worthless ...
Tell me about it >.>

After reading Skane's post I felt like my (virtual) life's work have been a waste... >.>
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Old 2012-05-25, 04:56   Link #2007
Skane
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Exclamation

Oh wow... soloing Hell is tonnes easier than public grouping...

Currently 13k DPS only, and when I get into groups of 3-4, it feels like cutting wood with a butterknife. I dunno... maybe the other people have low DPS?

Solo though... things just explode on contact. Currently solo farming on Hell-A4. I tried soloing because I gave up on trying to get a group with a non-afk Monk/Barbarian.

Not sure if I will continue to solo in Inferno.

ADD] Currently trying to set some time to level up my softcore Monk. There is a terrible lack of active melee players in public games, and all the good ones I befriended are currently in Inferno.

Cheers.
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Old 2012-05-25, 06:41   Link #2008
Kyouka
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NUUUUUUUUUUU!!!!!!!!!!!!!!!
AZMODAN runs got nerfed my easy 60 is killed now
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Old 2012-05-25, 06:50   Link #2009
Waven
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I have a feeling that with group play, mob damage scaling is a bit off to the point that 2 friends and me each played through hell act 2 alone rather than together because it was so much easier solo. And yes, we we had a tank and alot of group synergy spells.

It's not like I want the group scaling to get nerfed, it'd be fine for me if solo play got more difficult, but when players feel punished for playing with their friends, instead of solo, something is wrong
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Old 2012-05-25, 07:00   Link #2010
Kyero Fox
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Quote:
Originally Posted by Chaos2Frozen View Post
Tell me about it >.>

After reading Skane's post I felt like my (virtual) life's work have been a waste... >.>
Wasn't really a waste to me, i got a bunch of yellows with high stats and +magic find.
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Old 2012-05-25, 07:45   Link #2011
Skane
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Arrow

Quote:
Originally Posted by kyouka View Post
NUUUUUUUUUUU!!!!!!!!!!!!!!!
AZMODAN runs got nerfed my easy 60 is killed now
What did they do?

Quote:
Originally Posted by Waven View Post
I have a feeling that with group play, mob damage scaling is a bit off to the point that 2 friends and me each played through hell act 2 alone rather than together because it was so much easier solo. And yes, we we had a tank and alot of group synergy spells.

It's not like I want the group scaling to get nerfed, it'd be fine for me if solo play got more difficult, but when players feel punished for playing with their friends, instead of solo, something is wrong
I thought damage didn't scale? As far as I know, only the mobs' health gets buffed, hence the butterknife cutting wood thingy. On solo, my Disintegrate is a beam of destruction and herald of end times. In Co-Op, it might as well be a chart-pointer.

~~~~ ~~~~

Encouraged by the results of solo play, I made a push to complete Hell Difficulty and finished up with minimal problems. Took a while before I remembered about getting a Follower though.

Currently in Inferno Act-1 and things seem promising. Taking my time to progress through the Act. Haven't gotten hit yet, so I dunno how's the damage so far.

Cheers.
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Old 2012-05-25, 08:46   Link #2012
Waven
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Quote:
Originally Posted by Skane View Post
What did they do?


I thought damage didn't scale? As far as I know, only the mobs' health gets buffed, hence the butterknife cutting wood thingy. On solo, my Disintegrate is a beam of destruction and herald of end times. In Co-Op, it might as well be a chart-pointer.

~~~~ ~~~~

Encouraged by the results of solo play, I made a push to complete Hell Difficulty and finished up with minimal problems. Took a while before I remembered about getting a Follower though.

Currently in Inferno Act-1 and things seem promising. Taking my time to progress through the Act. Haven't gotten hit yet, so I dunno how's the damage so far.

Cheers.
According to the offcial strategy guide the "Monster DMG increase per additional player" is 0% in normal, 5% in nm, 10% in hell and 15% in inferno.

Here's a whole article about grp play. It was written before the actual game launch but the numbers from the strategy guide should still be correct: http://diablo.incgamers.com/blog/com...alone-or-is-it
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Old 2012-05-25, 10:44   Link #2013
Tom Bombadil
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Never though the "armor blocking" technique is so popular.



Original link

http://imgsrc.baidu.com/forum/pic/it...8ba71e46b6.jpg

People are using it to kill inferno ponies.

Last edited by Tom Bombadil; 2012-05-25 at 11:54.
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Old 2012-05-25, 10:52   Link #2014
LoweGear
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Originally Posted by Tom Bombadil View Post
Never though the "armor blocking" technique is so popular.

http://imgsrc.baidu.com/forum/pic/it...8ba71e46b6.jpg

People are using it to kill inferno ponies.
Edit: Nvm, finally got it to work.

So what exactly is going on here? Dropping shields on the ground and enemies can't get past them?
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Last edited by LoweGear; 2012-05-25 at 11:14.
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Old 2012-05-25, 11:42   Link #2015
Tom Bombadil
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Originally Posted by LoweGear View Post
Edit: Nvm, finally got it to work.

So what exactly is going on here? Dropping shields on the ground and enemies can't get past them?
It is an exploit. You buy a certain specific type of armor from an NPC and use them to block the road. All the monsters in the pony land are melee, so once blocked, they are nothing but folder for ranged attacks. Some say that Blizzard has fixed the bug, but the poster says it still works. So I am not totally sure about the status of it now, but it should be fixed soon.

Edit: it is said that it has been fixed in the US server, and still working on the Asia server.

Last edited by Tom Bombadil; 2012-05-25 at 12:12.
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Old 2012-05-25, 14:48   Link #2016
Kizoku Keenan
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Join Date: Apr 2012
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Anybody play Diablo 3 on a mac and if you do have you had any problems with it..i.e. lag etc?
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Old 2012-05-25, 16:59   Link #2017
felix
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Quote:
Originally Posted by aohige View Post
I don't play a DH, but couldn't you smoke shield and try to kill one before you run out?
With all the synergy, it shoud buy you 15 seconds or so to kill one.

After that? Well, you could always simply die and come back to kill one more.

All of us have types of elites that takes us numerous death to wear them down.
For us melee, "illusion knockback invulnerable minions" is pretty much throw our hands up in the air and give up.



Act IV Hell on monk here, probably gonna beat it tonight.
Instead of stacking VITs, I switched to stacking resist, and it's going much, much smoother.
I have about 300 resist to all, which cuts damage by half by itself, before even considering the armor and 30% melee bonus.
Only 26k health, but this feels a LOT more suvivable than when I had 30k health and less resist.

Just like how in D2 you HAD to have resist high in later difficulties. It's a Diablo tradition.
I'm slowly but surely getting better at killing them; largely all due to increasing focus on things like crit chance, crit damage, speed, and other little things like long range globe pickup.

I pretty much look at it like this: if I have a tactical advantage in terrain then sure I'll kill it. If I don't have a tactical advantage over it then I'll just bypass it. I have something like 100% magic find and honestly those are barely worth my time. If you can't bypass it just lure it out until you can.

I found open areas to be advantageous for most mobs; depending on mob's ability and/or inert ability some terrain pieces might be required like easy to circle terrain blockers.

As DH I think the cathedral style corridors are pretty shitty. Caves are pretty good on the other hand, just because they're so narrow you can fear-cheeze your way to victory. Open areas are also great; especially against pesky wallers.

Currently running this build...
http://eu.battle.net/d3/en/calculato...RgT!gTe!YbZbZZ

Suggestions welcome. (though I think Hell and beyond it's mostly item build )
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Old 2012-05-25, 19:39   Link #2018
aohige
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Quote:
Originally Posted by kyouka View Post
NUUUUUUUUUUU!!!!!!!!!!!!!!!
AZMODAN runs got nerfed my easy 60 is killed now
Inferno?

Hell Azmodan valor x 5 runs are easy as cake still.
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Old 2012-05-25, 21:44   Link #2019
Nixl
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Quote:
Originally Posted by felix View Post
I'm slowly but surely getting better at killing them; largely all due to increasing focus on things like crit chance, crit damage, speed, and other little things like long range globe pickup.

I pretty much look at it like this: if I have a tactical advantage in terrain then sure I'll kill it. If I don't have a tactical advantage over it then I'll just bypass it. I have something like 100% magic find and honestly those are barely worth my time. If you can't bypass it just lure it out until you can.

I found open areas to be advantageous for most mobs; depending on mob's ability and/or inert ability some terrain pieces might be required like easy to circle terrain blockers.

As DH I think the cathedral style corridors are pretty shitty. Caves are pretty good on the other hand, just because they're so narrow you can fear-cheeze your way to victory. Open areas are also great; especially against pesky wallers.

Currently running this build...
http://eu.battle.net/d3/en/calculato...RgT!gTe!YbZbZZ

Suggestions welcome. (though I think Hell and beyond it's mostly item build )
Interesting build, gonna try out evasive fire tonight. I've mainly overlooked it for Devouring Arrow+Ball of Lightning+Caltrops with Steady Aim and Cull the Weak.

Although I am not in Hell yet, what is your opinion on ball of lightning rune for Elemental Arrow once one gets to hell mode? Right now I am finding it one of the most useful AOE spells out there. Low hatred cost and the large cone of reach makes it my bread and butter for the moment alongside Impale with Impact for emergency stuns.

I am amazed you can get by without Vault, Caltrops, or Smokescreen. I am guessing Screaming Arrow must proc a lot.

edit: This may seem like a strange suggestion, but have you tried Rain of Vengeance with Stampede? For close quarters like in the Cathedral corridors its seems rather valuable.

Last edited by Nixl; 2012-05-25 at 22:28.
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Old 2012-05-26, 00:16   Link #2020
aohige
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Just debuted in Inferno.
So far, not too bad. I know all hell breaks loose in Act 2, but so far in Act 1, it's somewhat managable even as a melee.
I mean sure, you die a LOT on the way, but why would you expect anything less?

Certain elite combinations seems impossible, but that's to be expected.
From all the whining and horror stories of "melee can't take a single hit from anything this game sux" are greatly exaggerated.
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