**OFFICIAL** Diablo 3 Thread

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sweenish

Diamond Member
May 21, 2013
3,656
60
91
I probably should try to invest in the crusader again. I'll be running a marauder DH, and quite possibly a shadow DH later in the season. I'm probably pretty close to having all the parts for a hammerdin in NS.

EDIT: So, there will be a closed beta for Necromancer coming in the next I-don't-know-when. I look forward to hearing impressions.
 
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Ertaz

Senior member
Jul 26, 2004
599
25
81
Well solo'd a 60. Able to run T13 now. Got the COE and SOE that I'd been missing. I may go back to raiment. The DPS is out of bounds.
 

Ertaz

Senior member
Jul 26, 2004
599
25
81
I just started playing season 10 and I'm getting to a point where I can get my Barbarians solo 70 clear too. Still missing some key pieces of gear. If anyone wants to do some fast rifts with loot share I'll be on most nights. GN: vorador

Thanks for helping me with that set dungeon. I'm accustomed to slow plodding builds...
 

pandemonium

Golden Member
Mar 17, 2011
1,777
76
91
I've been playing with I6R2 and it just feels like something is missing. It hits hard, but my problem with generator builds in general is they rely on FD and that proc is so unreliable. It's always on when you're done with a pack and relocating to the next, then off when you desperately need it. I think I'll give I6U4 a try next. All while slowly building my Istvan's tanking set.

I'll likely be playing a good bunch this weekend. Company is always welcome!

Also, I had an Armory bug where I equipped a saved set and I lost a flawless royal emerald that was in my Inna's staff for a royal emerald. That made me double take a few times. I reported it on b.net.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
I'm back in this. Years. The time I've been gone can be measured in years.

Had a buddy strongly insist I should let him help level me and get me playing this season. Not quite 70, let alone his asinine paragon level, but almost there He would have had me there easily but I felt a need to quite that evening. Stoopid!

Either way, I'm enjoying my pre-paragon Witch Doctor. oh.. AND!! They finally have a Necromancer class coming to D3!!! I must admin I'm stoked for that, favorite class when I played D2.
 

4eigner

Member
Oct 30, 2012
117
0
76
Surprisingly, I got into the beta for Necromancer. I'm hoping the beta will go for awhile since it's crunch time for school this coming 4 weeks, and soccer season is starting.
 

Ertaz

Senior member
Jul 26, 2004
599
25
81
Eh, I guess I'm going to follow people around in T13 rifts and leech gear on my DH later. My toughness is there, but my dps is not.
 

sweenish

Diamond Member
May 21, 2013
3,656
60
91
Eh, I guess I'm going to follow people around in T13 rifts and leech gear on my DH later. My toughness is there, but my dps is not.

Heh, I'm in the opposite boat right now. If I can stay alive, my DPS is not too shabby, but staying alive is still quite difficult for me.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Just got an invite for the Necromancer test about 15 minutes ago. I expected to not get in after people got invited last week. So, maybe they're just doing it in waves? In a sense, it's kind of amusing for me to get to try out the Necromancer. I was never great at Diablo II back in the day, but the Necromancer is what I played. Well, I was pretty bad at choosing skills, and when I couldn't even manage to kill Diablo, I gave up and never played Diablo II again. So, maybe I'll sort of vindicate myself with this.

Similar to other PTRs/betas, is it easier to just copy over the existing game to the install location, and let the installation add the extra files?
 

Tweak155

Lifer
Sep 23, 2003
11,448
262
126
What a lame time to get invited Aikouka, as they disabled playing Necromancer the day after. I liked it myself, but I guess there were plenty of complaints out there.

I played enough to know I want to buy it, but it could be lame at high levels as I didn't get a chance to get that far.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
What a lame time to get invited Aikouka, as they disabled playing Necromancer the day after. I liked it myself, but I guess there were plenty of complaints out there.

I played enough to know I want to buy it, but it could be lame at high levels as I didn't get a chance to get that far.

Yeah, I was actually really confused when the adventure mode was suddenly disabled for the Necromancer. The worst part is that it seems that quite a few people that got the beta invite at the same time as me don't have access to the Necromancer sub-forum. So, you're just left sitting there wondering what in the world is going on.

Although, I did get to play my Necromancer up to level 69, so I did get to experience quite a bit. Keep in mind that I did import my existing characters, which let me use my Hellfire accessories and a level 70 weapon with -40 ilevel. I actually forgot about the Gem of Ease, which would've let me use a crazy weapon at the start! Anyway, I just wanted to get a chance to see everything in action, so I wasn't as worried about the leveling balance. I do want to go through and do it again with normal gear.

My thoughts on the character are kind of mixed. I did struggle to find interesting abilities that were more useful. I pretty much stuck with the Bone Spike ability, which is the first one that you get. I tried the Grim Scythe ability, but that requires you to be in melee range, and the Necromancer only has a single escape ability with a cooldown. You also pretty much have to use Bone Shield if you're going to fight in melee range, which can be a mixed bag. Bone Shield is more potent depending on how many enemies are in range when you hit the ability. Essentially, it "grabs a bone" from up to 10 enemies around you, but if you're fighting a boss, you may only have a few enemies around you at best. To note, unlike the similar World of WarCraft Death Knight ability which works on charges, Bone Shield is just a duration.

The best ability that I saw was Raise Skeletons with the Frenzy rune. Frenzy is pretty potent as it raises their attack speed by... 25% I believe. But that's not the real bonus... the best part is that it also commands the skeletons (you can have up to 7) to attack the target that you highlight when you hit the ability. I was actually able to kill one of those ooze goblins because I could tell my minions to attack any of the tiny ones that was fleeing. Oh, and when you tell them to attack, they pounce on the target, so it's pretty much an immediate target switch. Also, while the active portion of Raise Skeletons has a resource cost (50 out of the 200 that you get), it's not hard to keep your resource up if you spam Bone Spikes. I tried weaving in Bone Spear with the +attack speed rune, which is pretty easy to do against a lot of mobs. (You gain 1 charge per enemy hit up to 10 max charges.) However, it's not so easy to do against a boss where you only gain about one at a time, and the bonus fades after a few seconds. So, you really have to weave in the spear every 2-3 attacks.

So, to list out the abilities that I tried...

Bone Spikes: As mentioned above, I did like this ability a bit. It's a ranged, AoE ability that springs up a bunch of bone spikes wherever your cursor is. I tended to use the Frost Spikes rune, which slows down enemies by 60% for 2 seconds.

Siphon Blood: I tried out this ability against Malthael for funsies, and it was okay overall. It's not as great against bosses, because you need to be able to take focus off you to make it work well. I feel like this ability will probably get some crazy aspect added to it in some set armor to make it viable as a build. It does heal a decent amount (+2% per second, or +6% with the Drain Life rune.) I used the Power Shift rune with this one that increases the damage by 10% each time it deals damage up to 10 times.

Grim Scythe: As mentioned above, I didn't care for this ability much. The arc seemed a bit too shallow for good group AoE damage and the range means you need to be in melee range, which can be a bit dangerous without a good Bone Armor. I don't recall if I tried a rune with this one as I changed away from it pretty quickly.

Bone Spear: I used this as my RMB and primary resource spender. Overall, it's a decent projectile attack that deals 3x as much damage as Bone Spikes. I used it with the Crystallization rune, which reduces enemy attack speed by 20% and raises yours by 3% per stack. As noted before, the bonus stacks for you per enemy hit.

Bone Armor: This ability will reduce the damage you take by 3% per enemy that you hit. That's why I noted above that it's a bit of a mixed bag in that 3% is worthless against bosses, but 30% is great against packs of mobs, which is what you're likely to see. I don't know if I ever found a rune that I really liked on this one. Reap of Anguish, which increases your run speed by 1% per enemy seems good on paper, but I don't know if it stacks beyond the base 25% movement speed. If it doesn't, then it's worthless as you need to guarantee +25% at all times.

Command Skeletons: This is the ability that I was gushing over above. It summons up to 7 skeletons (I do wish they would summon immediately when in town rather than one every 2 seconds) that deal 50% weapon damage. So, overall, you're getting 350% weapon damage if they're on the same target. They are a bit frail as I definitely lost some in a few tough fights, but they come back at a decent rate. As noted, the active ability costs 50 essence and grants them +50% damage. I used this with the Frenzy rune that also granted them +25% attack speed.

Command Golem: I decided to try pairing this with the skeletons, and I ended up dropping it pretty quickly. The active ability on this one is designed to be used with something like Corpse Explosion as it causes your golem to become 5 corpses at the location that you choose. Overall, the ability just felt lackluster compared to Command Skeletons... especially given that I can't command him nearly as well.

Army of the Dead: This is another ability that I dropped quickly, because it just didn't seem that useful. This has a very long cooldown of 120 seconds, but it does deal a lot of damage (3000%). The problem is that I always found it a bit awkward to target it properly, and it just never seemed to do much in battles. Frankly, I'd prefer if a rune added a hefty resource cost for a cooldown reduction.

Decrepify: This is the main curse that I used while playing. It reduces movement speed of all enemies hit by it (it casts in a circle around your cursor) by 75% and reduces damage by 20%. I don't know if I ever really cared for any of the runes when using this one, but if I had to choose right now, I'd probably go with Borrowed Time for the cooldown reduction or Enfeeblement for the higher movement speed reduction.

Corpse Explosion: I tried this ability for a bit -- prior to using the golem -- but I found it hard to really quantify how much damage it deals to packs of enemies. You also have to kill enemies to use their corpses before you can really use the ability as it is, which makes it nearly useless against bosses without using the golem.
 
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Craig234

Lifer
May 1, 2006
38,548
349
126
Bought Diablo III years ago, just installed.

It's a good game, liking it (single player only).

Few things aren't quite clear playing.

Like 'runes' on spells. It has 'none' or a choice of effects to pick one from. Is this some limited resource, like pick which spell to use it on? Is there any reason you might want 'none' when some are clear upgrades?

And the way it gives you choices to replace spells with. Ray of Frost is great - but it offers other spells to replace it. Are these supposed to be clear upgrades, or alternatives where staying with Ray of Frost might be best?

Do you have to play with the companions for them to get experience and skills, or do they level automatically?

Is there anything to do about the crafted gear seeming like crap? I've been salvaging drops just in case.

Game seems very easy on normal, but that's not really a problem - but I wonder if I'm missing out on anything but xp bonus not raising difficulty.

And - spoiler here if you haven't finished act 1 -
pisses me off they killed Deckard Kain.

What is the point to picking up health potions? Are they being added to an inventory, or is using a health potion just an unlimited use on timer?

Are the reusable parts for crafting available anywhere other than salvaging? If not I need to loot white items?
 
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OCNewbie

Diamond Member
Jul 18, 2000
7,603
24
81
Like 'runes' on spells. It has 'none' or a choice of effects to pick one from. Is this some limited resource, like pick which spell to use it on? Is there any reason you might want 'none' when some are clear upgrades?

It's not limited. I think it's almost always an upgrade to the original skill, and it sometimes radically changes the function of the skill.

And the way it gives you choices to replace spells with. Ray of Frost is great - but it offers other spells to replace it. Are these supposed to be clear upgrades, or alternatives where staying with Ray of Frost might be best?

More of an alternative than an upgrade. Some of the higher-level runes are often (but not always) preferred over the lower-tier variants.

Do you have to play with the companions for them to get experience and skills, or do they level automatically?

I'm pretty sure they are always the same level as you.

Is there anything to do about the crafted gear seeming like crap? I've been salvaging drops just in case.

It's quite random, if you're talking about crafted rare (yelllow) gear. It might take you many, many attempts to get a piece you're satisfied with.

Game seems very easy on normal, but that's not really a problem - but I wonder if I'm missing out on anything but xp bonus not raising difficulty.

I think once you get to level 61+ a certain tier of gem can drop randomly from mobs. Also, I think Death's Breaths might be locked to a certain difficulty? I can't recall. I'm also pretty sure that some set items/pieces can only drop at Torment 1 difficulty or higher.

What is the point to picking up health potions? Are they being added to an inventory, or is using a health potion just an unlimited use on timer?

Are you talking about the little red floating health globes that drop? Those are something that give you an instant health replenishment, if you're missing any health. Also, they will extend the timer and potentially increase the power of the Nephalem Glory (or something close to that) buff - the max power of the buff is three. I'm thinking you're not playing with the Reaper of Souls expansion installed? I can't recall everything that did to the base game. Health potions used to be something you had to collect as drops and/or buy from vendors if you ran out (and they took up inventory space). At some point, they changed that to where health potions are now an unlimited resource tied (by default) to the Q key on the keyboard, and they don't take up any inventory slots. Legendary potions can drop too, but those do take up a spot in your inventory, but also provide unlimited uses (and usually a short term buff - around 5 seconds).

Are the reusable parts for crafting available anywhere other than salvaging? If not I need to loot white items?
Yes, it's a good idea to collect white items, at least periodically, as you will need them for many recipes at the blacksmith (and some recipes for an item you'll receive later).
 

Craig234

Lifer
May 1, 2006
38,548
349
126
Thanks. Yes, I'm playing the base game without reaper of souls. Not sure how much I need that at this point. I'll watch for a $10 sale, it's $20 now.
 

Malogeek

Golden Member
Mar 5, 2017
1,390
778
136
yaktribe.org
I've played D3 since it was released in spurts. I've never been very good at it as I just don't have the patience, time and dedication to achieve a high GR character, my highest solo being about 60.

For Season 10 I decided to play Hardcore for the first time ever though and I'm rather enjoying the intensity. My first attempt got to 62 as a Wizard then died stupidly chasing a damn treasure goblin and got into too much trouble with several elites. My 2nd attempt at the Wizard is going much better though, completing the Season, getting my set and up to about GR 45 solo now and still going strong. It's a rather different experience really focusing on not dying, having to actually be very careful about what trouble I get myself into.
 

OCNewbie

Diamond Member
Jul 18, 2000
7,603
24
81
I've never been much into 'hardcore' modes for games like D3. I don't think I'd enjoy getting my feet with with D3, or any game that is online only. I'd be pulling what little hair I have left out of my head if a not-really-my-fault connection situation caused me to lose a character I had invested dozens of hours into, and that being an assumed inevitability (if I play long enough) keeps me away from the idea.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Like 'runes' on spells. It has 'none' or a choice of effects to pick one from. Is this some limited resource, like pick which spell to use it on? Is there any reason you might want 'none' when some are clear upgrades?

No, there's no limitation on which runes you can use. The only limitation is that you cannot change abilities and passives while in combat or in a boss area.

As for the lack of a rune, yes, there are situations where it may be better to avoid a rune. It's somewhat rare, but the biggest is the fact that runes typically apply an element to an ability. So, if your build has a heavy focus on physical damage (e.g. a Thorns build) and you have a good bit of +physical damage on your gear, you would probably see a bigger bonus from ensuring your ability deals physical damage rather than an element. For an Inna's Monk, you can leave Mystic Ally unruned, because there's no point in adding a rune.
 

Malogeek

Golden Member
Mar 5, 2017
1,390
778
136
yaktribe.org
So during an achievement I discovered that apparently uber bosses have an enrage timer. Unfortunately I discovered this on my Hardcore character I was really enjoying...... BOOM dead.

As recompense 5 minutes after dying I received an email from Blizzard inviting me to the Necromancer beta.
 
Reactions: OCNewbie

Craig234

Lifer
May 1, 2006
38,548
349
126
I like the game mostly, but am getting really turned off to some story approach to the point of not playing more maybe. The idea of the head Angel and Diablo battling using staves... in addition to the gratuitous issue mentioned above from Act 1... And boy they made the wizard obnoxious. He's so good he astounds himself? Really?
 

OCNewbie

Diamond Member
Jul 18, 2000
7,603
24
81
I like the game mostly, but am getting really turned off to some story approach to the point of not playing more maybe. The idea of the head Angel and Diablo battling using staves... in addition to the gratuitous issue mentioned above from Act 1... And boy they made the wizard obnoxious. He's so good he astounds himself? Really?
At this point, I'd say 95%, or higher, of the people that play the game play on adventure mode exclusively. They get to 70 as fast as possible, and try various builds for the various classes. The story mode is definitely the least interesting part of the game, particularly at this point in the game's lifetime.
 
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