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    Sunday, December 8, 2019

    Diablo I opened over 350 T16 bounty caches last night on a level 1 character for an instant 1-70 power level

    Diablo I opened over 350 T16 bounty caches last night on a level 1 character for an instant 1-70 power level


    I opened over 350 T16 bounty caches last night on a level 1 character for an instant 1-70 power level

    Posted: 08 Dec 2019 05:01 AM PST

    Hellforge - Angelic/Demonic/Ancestral Stats & Barbarian Skills

    Posted: 08 Dec 2019 09:45 AM PST

    How the Different Rarities of Items Have Their Place (ex. Sorc Amulets in D2)

    Posted: 07 Dec 2019 10:42 PM PST

    How the Different Rarities of Items Have Their Place (ex. Sorc Amulets in D2)

    This is mainly a Diablo 2 post, but its content at its core is very relevant in the debate over items, and how they should be made to be interesting and unique in Diablo 4.

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    Item Rarities in Diablo 2:

    • Normal: White, no affixes
    • Magic: Blue, 1-2 affixes, some of which go a tier or two higher than the same affixes found on rares (magic-only affixes)
    • Rare: Yellow, 3-6 affixes
    • Crafted: Orange, 3-6 random affixes just like rares, as well as a handful of guaranteed bonus affixes
    • Unique: Tan, pre-set affixes
    • Set: Green, pre-set affixes, set bonuses

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    Below (image) are 6 amulets of varying rarities, and its important to note that each and every one of these have their place in the game. Note that some of the magic items can compete with, or even be better than some of the best uniques in the game. I will tell you why they're important, and why it is fun to be able to ID items of all rarities with hopes for something very usable.

    • A. Chromatic Amulet of the Squid (71 Life, 22 all resist)
    • B. Crafted Caster Amulet
    • C. Powered Amulet of Warding (+3 lightning skills, pretty garbage suffix of 1 MDR)
    • D. Mara's Kaleidoscope (unique)
    • E. Rare ilvl 90+ ammy (quite rare) with many great stats
    • F. Powered Amulet of the Whale (+3 lightning skills, 91 Life)
    • G. Tal's Ammy (Set item, +2 sorc skills and life, not shown)

    https://preview.redd.it/zybzv7vfvc341.png?width=1446&format=png&auto=webp&s=c221f195c9c5b7cc9ca2af7dd60d9f040785f5dd

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    • A. Chromatic Amulet of the Squid (71 Life, 22 all resist)

    This amulet is something pretty rare but also incredibly useful in the earlygame. A character who doesn't care too much about adding +skills to their character for dmg may find this fairly early on and choose to use it over almost anything. Notice that the Mara's (D.) has similar all resist, but this mere Magic amulet has a fat chunk of life, which is hard to come by in a game where not every single item rolls about the same amount of vita; a player could honestly choose something like this over Mara's even in the endgame, and its definitely good for nearly any char early on.

    • B. Crafted Caster Amulet

    With breakpoints being a thing in d2, some sorcs may end up needing exactly 20 fcr from an amulet, which can only be obtained by crafting a caster amulet (5-10% innate FCR) and hoping that it rolls max on the fcr (1 in 6) and rolls with the 10 fcr affix on it, while also hoping for +2 sorc skills or other stats. This is niche, as not all sorcs will want to get a max cast rate build going, but for those who do - this amulet is an option to try and roll.

    • C. Powered Amulet of Warding (+3 lightning skills)

    Dropping as early as nightmare difficulty, a plain +3 amulet is a good choice for anyone who doesnt particularly need defenses on their amulet. +3 is an absolute ton of damage for a lot of builds, especially a sorc - so finding a +3 amulet of the right type might be considered Best in Slot for some, and this is simply another magic item. Rare/crafted amulets can roll +2 sorc, but a +3 to a specific skill tree on an amulet is one of those magic-only affixes mentioned before, which gives people a reason to have interest in magic rarity gear even once they have rares/uniques equipped.

    • D. Mara's Kaleidoscope (unique)

    An all around strong amulet for any class that benefits from +skills. While expensive due to its rarity and demand, its a common pickup for anyone who doesnt want to put in the effort of finding a better fit. Many people simply consider this to be just about Best in Slot and never identify another magic or rare amulet again, but there are Rare/Crafted amulets that can roll very similarly (and end up much better).

    • E. Rare ilvl 90+ ammy (quite rare) with many great stats

    This rare ammy is one of those super-mara's amulets I just referred to. While much harder to find, the right combination of stats on a rare amulet can outshine the best unique caster ammy in the game.

    • F. Powered Amulet of the Whale (+3 lightning skills, 91 Life)

    Possibly the coolest magic amulet possible - a magic amulet (+3 lightning is a magic-only affix) just like the one before for someone interested in the highest possible +skills roll for damage available on an amulet, combined with a magic-only suffix that gives a TON of life. Personally, I would consider this prefix + suffix combination on a magic item (!) the best possible amulet in the game for any lightning sorc.

    • G. Tal Rasha's amulet (not pictured)

    Very rare, but easy enough to trade for, Tal's ammy makes for a great magic-find setup for a sorc with a couple other pieces of Tal's, so this Set amulet has Best in Slot potential as well for many builds.

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    While some of these are incredibly rare (1 in 45,000+ for (F.), 1 in 7,100+ crafts for (B.)), amulets like this are what keep people picking up blue amulets well into the lategame, or picking up crafting mats to try their luck... even when fully geared. That being said, many people won't bother picking up blues, and thats the beauty of it. Items like this become even harder to find when not everyone is searching for them, which is fine - no one is forced to identify blues or even rares for that matter if they arent particularly interested.

    With so many options - across all the rarities of items, the game has a very rich endgame grind of piecing together gear, and looking for Godlies. Even if its something as simple as upgrading from a very common +3 lightning skills ammy to an incredibly rare +3 lightning ammy with the right suffix.

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    I would like to see d4 draw some inspiration from d2's item system. I hope this very specific example makes it clear to anyone who is unfamiliar with d2's items why exactly d3's system didn't have the same sort of never-ending draw to it. You could hunt your whole life and not find a +3/100 life ammy, or you could find it in nightmare as a random magic amulet. I hope there are items of all these degrees in d4 - from the Chromatic Amulet of the Squid that well-overpowers many rares, to the Powered Amulet of the Whale that'll keep you hunting for months, or even the elusive Mara's that you can slap on and call it a day.

    Do you think we need legendaries to have stats unique to them in d4? Should rares phase out magic items entirely? Should rares have best-in-slot potential for different reasons than a legendary may be best-in-slot? I think the answers are clear, but feel free to discuss.

    Thanks for reading :)

    submitted by /u/Obliivescence
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    Diablo Cosplay at IgroCon 2019

    Posted: 08 Dec 2019 09:13 AM PST

    Let's brainstorm making white items and basic attacks more relevant in Diablo 4

    Posted: 08 Dec 2019 12:08 PM PST

    White items in D3 and D4 right now seem nearly completely pointless. In D2 whites were still important end game as bases for Runewords, and could be as valuable as high runes.

    Let's think of ways to keep them relevant in D4.

    Likewise, basic attack has no place. I always felt much more excited to unlock my first skill after hacking at enemies with a basic attack, than after starting with magic off the bat.

    Let's think of ways to make basic attack more relevant in D4.

    submitted by /u/KurtiZ_TSW
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    Kania's Cube Powers

    Posted: 08 Dec 2019 11:54 AM PST

    Does anyone know exactly how many powers there are in the cube.

    Are all the ones listed that are not extracted only for gear you currently have in storage or on any of your characters.

    submitted by /u/mirdragon
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    Is there a way to get you D2 Ladder Character to Single Player after the Ladder Reset?

    Posted: 08 Dec 2019 02:52 PM PST

    if yes, how?

    submitted by /u/stark33per
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    Monster roaming

    Posted: 08 Dec 2019 01:09 AM PST

    With blizzard taking d4 into a more open world concept, is it time for them to embrace some kind of mob migration into the monster settings? Surely this could be incorporated into the game so areas that have been cleared repopulate, mobs advance on you if you remain stationary. Demons have a patrol route. Etc. Id even love to see skeleton armies have formations Thoughts?

    submitted by /u/simdoggydog
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    When should I start doing greater rifts/what are their benefits/rewards?

    Posted: 08 Dec 2019 01:11 PM PST

    Started playing diablo 3 currently at paragon 65 and my minion build seems to be working well enough. I was wondering when I should start clearing greater rifts and if they're worth it at my current level or if I should hold off because currently I have 4 greater rifts keystones and I don't know if I should stock up on them before using them or what.

    submitted by /u/Skilroy
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    Gauntlets of Akkhan

    Posted: 08 Dec 2019 11:21 AM PST

    Anyone have any luck getting these? IcyVeins indicates they are still a drop, but I haven't seen 'em and just want to make sure I'm not on a fruitless quest. Thanks!

    submitted by /u/snitterific
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    What class would do well GR pushing with DH

    Posted: 08 Dec 2019 10:57 AM PST

    Playing with my GF and the dart WH build really plays slowly/poorly with her DH. I'd like to try necro, would the lance necro do well with DH? Or what others would you guys recommend?

    submitted by /u/generalmills2015
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    Monks Justice set, only on Torment?

    Posted: 08 Dec 2019 06:17 AM PST

    Im trying to get pieces of the Justice set, i wroth on the web that it only drops at Tornment lvl. What i wondering is does it drop with a higher droprate at torment II, III and so on or is it just dropping at Torment?

    submitted by /u/Weur11
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    What fighting an elite mob looks like in Diablo III

    Posted: 08 Dec 2019 12:12 PM PST

    returning player (with some silly questions) trying Necro for the first time ... so ... the chickens ...

    Posted: 08 Dec 2019 02:09 AM PST

    Okay so long time D2 fan here, I played some D3 - I like it (not as much as D2) and return every couple of years - but the lack of stash space kills my enthusiasm for the game each time.

    Anyway, that aside, I picked up Rise of the Necrodancer er... mancer, and I noticed a few things.

    Occasionally I'll get a burst of chickens (which charge in a straight line and burst into poison), or a trios of tornadoes, or corpses fall from the sky, or chests fall from the sky or even chests which drop gold (concept!) fall from the sky.

    Now ... I'm pretty sure I would have remembered that, so I'm guessing it's new? Is it a feature of the Necromancer? Or a seasonal (e.g. holiday) thing - like ... 'hey for halloween we gave you exploding chickens' and it'll be gone in a couple of weeks? Or is it a seasonal (as in season 19) thing?


    In other exciting news ... I have a pet. Huzzah. Go me. My question is ... is there a way to make it auto-pick-up things in addition to gold? Like there's some things you don't necessarily always want it to pick up (e.g. health globes and maybe gems), but there's other stuff that it's never wrong to pick up - e.g. crafting components which don't take up stash space anymore.


    (I completed the storyline and hit 60+ and started doing adventure-time er mode, and was going to ask which of the level 70 sets I should craft just to get things going, but I ended up going with the one which gives double death's thingies because I vaguely recall that being important at some point.)


    As an old-school D2-er I have a certain fondness for thorns, and I note there's a passive ability that doubles my thorns and gives it to the minions. Hurrah.

    Now, I'm not asking if there's a GR120+ thorns build (because apparently there is, even if some people don't believe it?), but realistically I'm going to fade and lose interest (too little stash, too much time managing it) by about GR50.

    So my question for thorns - is there a cheap-ass gear option for a decent (doesn't have to be the best thing ever, just 'okay' is okay) thorns build for the GR1-40 range?


    Also, I have (allegedly) nearly completed chapter 3 of the season journey, and if I grind a bit I think I can finish off chapter 4.

    Obviously then if I take all the rewards as a Necro that gives me a particular set. Now I think it's going to be totally different from the thorns thing I wanted to do, and that's okay, I'm considering levelling up a second Necro to play with the set.

    Here's the problem - I know that in D3 build variety is done through gear not skills (e.g. you pick the skills according to the gear you have, not vice versa) - but I have no idea what the set does and what build it naturally lends itself to (assuming just the set and nothing but the set) (and I'm aware there will be variations on the builds, but these will depend on having a bunch of ancient legendaries, or obscure legendaries that it's fairly safe to assume I won't have).

    So what particular set of skills should I play with through to 70, so that I can put this set on and suddenly feel a rush of nigh infinite power as I go from 'complete scrub' to 'meh'?

    Is it just all about getting four skeleton mages out?

    I find the necromancer quite confusing. It seems like there's some obvious combos of passive skills, but it requires like five or six of them, and of course you only have four, and there's the one which stops you from dying (once per minute?) which seems if not strictly mandatory then jolly close - so you really only have three passive slots, which seems to mean that it's hard to do any kind of hybrid build. E.g. you can focus on minions, or curses, or corpses, but you'll never be good at two of those at the same time?


    Speaking of passives -- so ... uh ... Simulacrum? What's up with that? (How does it work, what is it good for? Can I shove Skeleton Mages on one of my 1-4 skill buttons and it will passively cast them? If so how often? Is that a good combo with the Rathma's Bones set and if not ... why not?)

    submitted by /u/RA_Carson
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