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    Sunday, March 8, 2020

    Diablo Having now seen Castlevania season 3 on Netflix, I'd be okay with a Diablo series being done by that team - or at least their artists.

    Diablo Having now seen Castlevania season 3 on Netflix, I'd be okay with a Diablo series being done by that team - or at least their artists.


    Having now seen Castlevania season 3 on Netflix, I'd be okay with a Diablo series being done by that team - or at least their artists.

    Posted: 08 Mar 2020 06:19 PM PDT

    Yeah, maybe not in the series exact tone and writing; while it is suitably dark, there's a bit too much swearing and flippancy to really suit Diablo's more straight-faced gothic horror.

    That said, the setting and art design is 100% on point. The town Isaac meets the Captain in immediately made me think of Caldeum, and the run down little town with the priory Trevor and Sypha come to would make a great Tristram.

    The character and monster art is also very suitable, a mix of realistic, historic and fantastical.

    I have no idea if it is actually going to involve that team, but if it did I don't think anyone would have any issues with the art direction (Maybe the character art style if you wanted a bit more western / realistic look).

    submitted by /u/ruinsfate
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    Death bringer Barb

    Posted: 08 Mar 2020 09:04 AM PDT

    I noticed only now, after years, a little cool thing about D3 music:

    Posted: 08 Mar 2020 04:16 PM PDT

    With music turned off, the ambient music (which is separate from sound effects) act as a creepy background music in dungeons, which turns the game much more immersive.

    I said "music" despite being ambient, because it seems like there is a sort of creepy layer that's separate from background environmental noises.

    Try crypts of act 1 for example, with ambient set to max, it sounds exactly like the beginning of Diablo 1 music when you enter the first dungeon.

    I know it's a minor stupid thing nobody cares about, but I noticed it now and just wanted to share.

    Peace

    submitted by /u/Mazisky
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    Is Diablo 4 going to have resource generators?

    Posted: 08 Mar 2020 05:11 PM PDT

    Just curious as they're one thing I really did not like about Diablo 3

    submitted by /u/Oreoloveboss
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    How they will scale the difficulty now that his game is full open world?

    Posted: 08 Mar 2020 02:57 PM PDT

    You can tackle 5 continents in any order your want. I wonder how it they will scale the difficulty level with this one?. Will each class have its own starting point continent like in MMO games?

    submitted by /u/Bootleking
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    Guide: The 100% Game-clearing Frenzy Barb [D2]

    Posted: 08 Mar 2020 01:52 PM PDT

    Intro: I often main a Frenzy Barb each ladder. I think there's a lot of misconceptions and stereotypes about the class and build, which I thought I'd attempt to address with a formal written guide. There's some amazing research/artciles into D2 game mechanics and class abilities, from which I've done a lot of Frenzy Barb theorycrafting over the years. I've pretty exhaustively tested gearing options for the build, and have arrived at what I consider the strongest build/gear choice.

    Example build: I'm going to use officer_wiggles as a point of reference for this guide. The exact gear/inventory he's using is what I'll be discussing. From my experience and research, officer_wiggles is the perfect Frenzy Barb. Note that this guide is written in the context of clearing any and all content in the game. That means anything including Blood Lords with scary stacked mods and packed throne rooms (Gloams, Dolls) and anya maps (Stygian Furies) in players 8 hell games. Beyond survivability, the build has several satisfying features including:

    • Wrist-friendly gameplay. I'm actually putting this first as I've experienced, and heard from others, that D2 can often cause carpal tunnel syndrome due to all the right-hand clicking that goes on. For this build, our main attack (Frenzy) is on right click. We can hold down right click and point our cursor towards where we want to move. Enemies that are in the path of the Barbarian will be attacked with Frenzy. This means that enemies do not need to be clicked to be attacked. Which saves us a ton of right-hand clicks and makes for a very comfortable playstyle.

    • Very fast movement speed. Faster run/walk scales linearly:

    FinalRunSpeed = BaseRunSpeed+BaseWalkSpeed (skillFRW/100 +[itemsFRW150/(itemFRW+150)]/100 + armourRed/100)

    and a level 20 frenzy gives us +171 faster run/walk. This means the character can run at speeds similar to teleport speeds of many classes. Obviously this wont match a high +Faster Cast Rate Sorceress, and you can't run over walls, but you get the deal. Frenzy barbs run fast, and this speeds up Pits and Chaos Sanctuary runs considerably, especially when under the effects of Decrepify during the latter.

    • Fast clear speed. This build has very high physical damage, and Barbarians have the very effective Berserk skill that scales with physical damage, for quickly dealing with unbreakable or unreasonably-high physical immune enemies (ie Stone Skin Infector of Souls). Note that if you want to compare the clear speed of this build to a Corpse Explosion Necromancer in hell cows, you're out of luck. You simply won't find better alternative to the few cookie cutter D2 builds (ie Lightning Sorceress, CE Necro, Hammerdin) for the niche things they are optimized towards (for instance, hell cows in the case of the Necro). What this build offers, rather, is a incredibly viable and fun/interesting gameplay that can succeed in any and all game content while balancing kill speed and survivability.

    • Find Item is effectively a second chance at looting the same monster. Great for superuniques like Pindelskin. Will not work on act bosses.

    • Self-contained Battle Orders. Using the Barb's skills will give us more +Health/Mana/Armor compared to using a CtA.

    Weapon: This is the most important aspect of gear to consider for any melee build, but especially Frenzy Barbs as they equip two weapons. There are two important restrictions when considering options for Frenzy Barb melee weapons:

    • Both weapons must be of the same type (axes, swords or maces). The barbs Weapon Mastery skills boost +%Damage, attack rating (AR) and critical strike chance for only one weapon type each, and we will only invest skill points to max one of them.

    • Both weapons must be indestructible. Each successful melee attack has a 4% chance of reducing weapon durability by 1. Through experience, I've concluded that this build burns through weapon durability so quickly that destructible weapons are simply not an option (this is the case for many melee builds). This is why we will use only phase blades. If you were to try runewords other than the ones I recommend, they would have to be things like Oath or BOTD.

    Grief simply beats any other one-handed weapon in terms of raw damage. We will use a Grief phaseblade in our main hand for this build.

    Lawbringer in an offhand phaseblade is absolutely instrumental for this build, mainly due to giving us 20% chance-on-striking decrepify. This curse will:

    • Reduce enemy attack speed. This stacks with freeze effects.

    • Reduce the amount of physical damage enemies deal to you.

    • Increase physical damage taken by enemies. Note that this increase in physical damage is applied after all of your damage calculations. So Grief's damage is multiplied by the Barbs %Damage increases from skills (Frenzy, Sword Mastery) and auras (ie Might/Concentration) first. Then, this total is multiplied by (up to) 1.5 when it is applied to the decrepified enemy, resulting in a massive physical damage boost.

    In addition to Decrepify, Lawbringer gives us the very stylish Sanctuary aura). This aura is broken- it does not grant the user any +%Damage to undead as it advertises. However, what is does give you, which it won't tell you, is the ability to completely pierce all physical damage resistance of undead enemies. This means that physical immune undead enemies do not exist for Lawbringer-wielding characters.

    We will forget about Life Tap. This build does not want to overwrite Decrepify, and does not want to rely on 5% chance-to-cast effect for survival (no Dracul's Grasp). Like many melee-based D2 builds, Frenzy Barbs must be constantly Lifestealing in order to survive. Lifesteal only comes from the physical damage you apply to an enemy. You cannot leech life from a physical-immune enemy (without Life Tap), and reducing an enemies physical damage resistance will therefore increase the amount of life you leech.

    From these points I'll conclude that Lawbringer gives us an incredible:

    • increase in physical damage, through both Decrepify (all enemies) and Sanctuary Aura (undead)

    • increase in defense, by Decrepify slowing enemies and reducing the amount of physical damage they deal

    • increase in our strength and ability to leech life from enemies

    For these reasons, and from much experience, an off-hand Lawbringer is hands down the best option to complement your mainhand Grief. Note that Lawbringer itself does very little damage when it strikes an enemy - most of your killing blows are done by your Grief. This is a good thing - since the potential of Lawbringer to stop us from using Find Item on a monster ("Slain monsters rest in peace" mod) only comes into play when Lawbringer lands the killing blow, which is rare. Lastly, I'll mention the Knockback effect of that Sancturary Aura applies periodically to undead enemies every two seconds. This can be very useful as an additional defense mechanism against mobs like the Lord De Seis pack, Gloams and Dolls. It can, however, be annoying when you knock Grand Vizier of Chaos out of attack range, but you can learn to get around this with a bit of experience.

    Armor: With +%Damage from Frenzy and Weapon Mastery Skills, and a might mercenary (with Pride equipped in later stages of the game), Frenzy Barbs have a ton of +%Damage. Adding an extra +300% from Fortitude is underwhelming. Treachery suits our needs really well here, and is really excellent for any non-glass-cannon melee build as it's level 15 Fade gives us:

    • 15% physical damage reduction (DR). This helps us move towards the 50% DR cap as we cannot use a Stormshield).

    • +60% all resistances. In early gearing stages this is super helpful. Later on, it is possible to cap resistances pre-Fade thanks to gearing and the Barbarian's Natural Resistances skill. However, over-stacking resistances will always be useful against enemies with Convinction aura.

    • 79% reduction in curse duration. As we are constantly taking physical damage, we need to remove the effects of Amplify Damage and Decrepify curses as quickly as possible.

    • +45% increased attack speed (ias). Frenzy breakpoints are easy to hit, but overstacking ias can help negate the effects of unavoidable frozen effects and when we are Decrepified in Chaos Sanctuary.

    Accessories: I'm going to summarize all other gear here as it's quite straight forward. In general, we want to focus on accumulating +Increased attack speed, +Resistances and +Lifesteal. Frenzy is an uninterruptible attack, meaning we do not need to focus on +Faster hit recovery. Crushing Blow reduces monster hit points by a fixed amount, and it's effect decreases with the number of players in the game (0.5 + (0.5 * # players)). With the inherent +%Damage stacking this build has, plus the effects of Decrepify/Sanctuary Aura, we do a ton of raw physical damage, which will often outperform the effect of crushing blow. For Frenzy barbs, crushing blow is entirely overrated and will not be sought in any items.

    • Arreat's Face gives us +%Lifesteal and resistances.

    • Highlord's Wrath. Deadly strike (and "critical strike") causes physical damage to be doubled, after all sources of +%Enhanced damage. It does not stack with the Barbs Mastery skill, which gives us 29% critical strike chance at level 20. Rather, upon dealing physical damage, the game will roll for one chance (such as %Chance to deadly strike) and if it is not successful, will then roll for %Chance to critically hit.

    • Laying of Hands. +Ias and +%Damage to demons, the latter giving us a nice damage boost as most enemies are demons in this game. Note that +%Damage to demons is added in the physical damage calculation at the same time as other damage multiplies (skills, auras).

    • String of ears. I prefer this over Verdungo's because of the +%Lifesteal.

    • Ravenfrost is our source of Cannot be Frozen. Our other ring slot needs to satisfy our mandatory source of a +%Manaleech.

    • War Traveler. Similar to belt slot, this is personal preference over Gore Riders. Again, Crushing Blow is overrated. We have sources of Deadly strike and Critical strike, though there's nothing wrong with having more. However, I find the flat 15-25 physical damage increase is very handy as it is applied before all sources of +%Enhanced damage, which we have a lot of. The fact that Travs also have +50% Magic find is an added bonus.

    • On swap I use weapons with +3 to Battle orders, or two HOTOs for style points.

    • Charms are max damage / AR / life GCs. I like to stack max damage / AR / +%Magic find SCs as well.

    Uber Tristram: The gear I've outlined is for doing your normal day-to-day runs (ie Travincal, Pits, Chaos Sancturary, Baals). I've done ubers without Life Tap, but it's definitely a huge quality-of-life boost to swap out a couple gear slots when doing ubers with a Frenzy Barb. I put on a second Grief instead of Lawbringer, as I don't want to overwrite Life Tap with Decrepify. I also put on Gores for a source of Crushing Blow and Open Wounds, and throw in a few +%Lightning Resist GCs. Uber Diablo (Annihilus) is very easy and not worth going into here.

    Attributes: From much experience, I always aim for at least 12,000 attack rating (AR). You need to increase Dexterity until you reach an acceptable AR level.

    I increase Vitality until I have a base life pool of at least 1,000. I find going over this can be overkill.

    All other points go into Strength. As the +Physical damage increase from Strength is applied before all +%Damage sources, it gives us a nice damage boost.

    Skills: Maxing Frenzy and Sword Mastery is mandatory. Double Swing and Taunt are synergies to Frenzy. I like to max Double Swing, and I max Battle Orders. All other points go towards Taunt. The Barbarian has a lot of one-point skills: Howl, Berserk, Leap, Iron Skin, Shout, Battle Command, Find Item, Increased Speed and Natural Resistances.

    Gameplay: Left click is set to Double Swing, right click is set to Frenzy. Hotkeys for Berserk, Leap, Howl, Battle Command/Shout/Orders and Find Item. I hold right click to move/attack enemies, and Berserk is used for the rare monsters with abnormally high physical damage resistance. I mainly run high player count Chaos Sanctuary (CS) runs. Leap is useful for hopping over lava rivers on your way to CS. Besides CS, I've enjoyed trying out other areas, as this build can clear any area of the game. This includes Act5 caves (ie Drifter Cavern, Icy Cellar) and portals (ie Abaddon, Infernal Pit). Howl is useful in "oh shit" situations, or to clear non-unique monsters from a pack.

    Early ladder: As I mentioned, I often use Frenzy Barb as my main. As I'm usually the only one who mains a Barb at the start of ladder, items like Arreat's Face, String of Ears, Laying of Hands (etc) are very easy/cheap to trade people for. I like to use Lightsabre as my pre-Grief mainhand weapon. Before Grief, 2x Lem runes (Treachery and Lawbringer) are really all this build requires in terms of wealth.

    After reset group finishes hell Baal, I use the Barb to run p1 Travincal or Pits in hell. I'll also run NM or hell Andy with the Barb. Once I get Lawbringer, everything becomes very easy/safe. I use a holy freeze merc as the his slow stacks with the slow from Decrepify. Upon getting Lawbringer, I shift to running p1 hell pits as the Knockback from Sancturary Aura gives a nice survival benefit against facing undead.

    Once I get Grief made, I start doing public CS runs, with a cap of 5-6 players, and switch to a Might merc. Once I get Pride up on the merc, I have the damage to do p8 CS runs at reasonable speeds (~5-6min full clear).

    Mercenary: Without a source of teleport, and with insane Faster Run/Walk, a consistent source of Decrepify cannot be obtained from a Mercenary using Reaper's Toll, he simply doesn't keep up. Therefore, I use Obedience until I make Pride for him. As mentioned, I use Holy Freeze merc until I'm comfortable switching to Might merc, usually upon making Grief.

    Conclusion: I have a ton of fun with this build - which keeps bringing me back to using it as my main for many ladder resets. I find that using only the Barb makes early ladder more challenging and makes the overall ladder last longer for me (ie I refrain from making a CE necro/trapsin/javazon to farm the Barb's Grief on day1-2). My goal is usually to hit level 95, thought I've only ever reached 95 with officer_wiggles. Thought it would be fun to share and hear other peoples' ideas and criticisms.

    submitted by /u/good_grief2
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    Games with stable market vs games with constantly volatile market.

    Posted: 08 Mar 2020 06:39 PM PDT

    Something I really dont like about today's ARPG's is the constant change and updates wich devalues items that were acquired through much hard work. In D2, people sometimes invested 100% of their worth just for that one treasure if only they could get that trade through, basically crippling themselves to the point of being unable to farm, because they knew they would all get it back and more(lots more) if the right person came along.

    I think it sucks that now how those types of long term moves can break your back if the wrong update comes.

    There was a time where an old elite, an OG investor, could just sit back and quit the game and enjoy life a few months, come back without his position in the power/wealth hierarchy being compromised too much, and let his treasures gain value, or at least, have them maintain their value over time without them being completly obsoleted by some "update".

    Its a rare thing, for a game to be considered excellent and fun across the years, without needing any updates whatsoever, with a stable economy, where you know what to expect.

    I think we should cherish how good that was in D2.

    submitted by /u/tennis_fan_
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    Anyone order a Berserker's Hatchet?

    Posted: 08 Mar 2020 06:50 PM PDT

    https://imgur.com/a/qVg0Tow

    I've been doing a story run with my zeal paladin, and I'm almost at Baal right now. No uniques have dropped this entire game, and only 3 green set items have; all Berserker's Hatchets. Just thought it was funny, never really seen that before in the years I've played. :P

    EDIT: I killed Baal, got a unique drop and green item, which was Berserker's Hatchet again. Wow lol.

    submitted by /u/Pixel-Fun-Center
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    What are your personal goals for season 20 ?

    Posted: 08 Mar 2020 10:57 AM PDT

    I main a DH and past season my goal was a PB which was to reach GR100. Other than that I always just complete the seasonal journey for the new cosmetics and quit.

    But if you're a DH season 20 just doesn't offer anything worthwhile.

    Ive played other classes when i went for the set dungeon wings when they released, and played necro on release. but other than that, for the past 10 seasons at the very least i cant recall playing anything other than a DH.

    So, as a change of pace, and since its the season of Forbidden Archives i've decided I want to try and completely fill Kanai's cube this season.

    this means cubing every single legendary power for each class into the cube. In total its going to be 408 legendary items, see chart below (For which i've spend way too much time checking the cube with each class)

    Class Weapon Armor Jewel
    Shared 47 51 34
    Barb 14 16 2
    Crus 36 13 1
    DH 30 14 1
    Monk 16 18 1
    Necro 12 13 7
    WD 25 14 3
    Wiz 23 14 3

    As an added bonus i play SSF so this will be interesting, but it also gives me a chance to actually play the different classes and builds at a slower and more varied pace.

    submitted by /u/TheDutchman88
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    Last and first time I played was season 17 and chose necro. I only play solo. Which class would you suggest would be the easiest and best to enjoy this new season?

    Posted: 08 Mar 2020 12:09 PM PDT

    Thanks.

    submitted by /u/xREVENGEx
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    Which builds benefit most from S20 Seasonal buff?

    Posted: 08 Mar 2020 04:26 AM PDT

    So for the past few weeks since the PTR wrapped up I've been trying to find anything online at all, be it on Reddit, Icy-Veins, or YouTube, where people have highlighted the builds that are going to be influenced the most by being able to stack 3 weapons, or even 2 weapons (or any mixture of slots tbh). I see a lot of people talking about the brand new sets that were added, and plenty of people talking about which build is going to be performing the strongest, but I can't find any conversations about builds that will be changed by the seasonal buff.

    Even if they aren't S tier or A tier builds, I would personally prefer playing them than the builds that aren't affected by the buff at all, because they're not around normally, and make for interesting and fun playstyles. Although I've found 1 or 2 builds on YouTube that mention having 3 weapons in the cube or 2 weapons and 1 piece of jewellery, I can't find a comprehensive list of builds that will be stronger, or even just play differently, using the seasonal buff than normally without it. The new sets will be around forever, I can try them during any season, but the seasonal buff itself won't be.

    Is anybody able to point me in the right direction to locating a list, or if nobody's even attempted to make one, does anybody know of any builds that they can mention on here so I can attempt to make a list myself, and decide what I'm going to play based on it? Cheers.

    submitted by /u/ZaneBusby
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    Can wizard easily solo boss rush and curses conquests?

    Posted: 08 Mar 2020 04:49 PM PDT

    Wondering if Wizard can solo them or if I should roll a DH instead.

    If so, what would be a good build?

    submitted by /u/JahMalJahSurJahBer
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    Zeal Paladin question (Diablo 2)

    Posted: 08 Mar 2020 12:13 PM PDT

    Hey all,

    Almost every time I've played Diablo 2 in the past, I usually just stuck with necromancer, druid or sorceress. I haven't played too many melee builds, and I'm not super good at the game or stat stuff, but I was hoping that anyone who has played a zeal paladin in the game could help me out with a few questions.

    Off the bat, I'm playing PvM, so no PVP involved. Right now I'm level 27 in act 5 normal, and while my pally was doing great in the beginning, once I hit the end section of act 3 and on, I've been having a really hard time with him. I tried to research guides on what to do, and one thing that I found frustrating (really just any guide, for any character) is that they expect you to trade, or already have prime gear in the game. I have to make it clear, I enjoy just playing by myself, so I just find whatever items I can and use. Sorry for the little rant, I just wish more guides were flexible with that, or maybe I'm in the vast minority and I start fresh / do my own thing instead of getting the top gear.

    1. Are paladins suppose to always use the walk animation? The reason I ask this is because they said if you are running you are cutting a third or something of your rate to block, and I didn't know if most people who play zeal paladin actually just walk everywhere in the game instead of run. I wasn't sure if that even mattered or not, but figured I'd ask.
    2. I've only put stats into strength to get enough for armor, and all the rest into HP. Do you usually put anything into dex even below 30? Right now I miss a lot with zeal and my block isn't super good, so I wasn't sure if you guys just pump up dex or something else a lot.
    3. Any tips on weapon types? I've been rather unlucky this run and actually haven't found a single unique yet (just a bunch of greens), so I was surprised about that. I'm going farm a lot more now that I'm in act 5, but I wasn't sure if I'm looking for one handed swords, scepters, etc? My best weapon came from act 2 still if that tells you anything.

    Thanks for any tips, maybe Zeal Pally gets stronger once I hit 30 and get fanaticism? All my points have been put into sacrifice in order to buff a level 4 zeal, along with having a single point into holy shield at the moment.

    submitted by /u/Pixel-Fun-Center
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    Survival

    Posted: 08 Mar 2020 11:04 AM PDT

    I'm watching videos of bluddshedd and such, and when they are doing high-tier rifts it seems like they are always just about to die, but they don't. Can you recommend good videos/strategies for survival at the top tiers? Are there guides out there for how to push?

    submitted by /u/Captain_Teatch
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    3 man meta ?

    Posted: 08 Mar 2020 10:44 AM PDT

    Hi guys !

    What is gonna be the 3 man meta in your opinion ?
    Monk, barb, wd ?

    Thx !

    submitted by /u/iLight-sama
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    Looking to play with someone on switch

    Posted: 08 Mar 2020 12:58 PM PDT

    Message me if interested

    submitted by /u/Alex_Awesomeness1
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    Is Diablo 2 still worth it?

    Posted: 08 Mar 2020 09:05 AM PDT

    So i used to play a lot of Diablo 3 on consoles, which i sold, and now i have a pc, i started playing Path of Exile yesterday which is fun, just wondering if buying Diablo 2 is still worth it with Diablo 4 coming out? Or should i just stick with PoE and wait?

    submitted by /u/HorrorFPS
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    The remake they should have done, and why classic team cant be involved.

    Posted: 08 Mar 2020 11:47 AM PDT

    https://www.digitaltrends.com/gaming/activision-blizzard-more-remastered-reimagined-games-2020/

    We have been saying this for years on the Warcraft reddit, the classic team ( I wont name names) is no good. Too old, too slow, too much employment security??? Not enough pay??? Trying to find a reason here and probably too much d***ing around in the office. To be honest, I dont know, and I dont care. They said they were gonna do it, they didnt deliver and then they went radio silent and acted like we were the annoying ones and we didnt exist anymore.

    If the corporate pressure is too much, then they need to say so, and have it delayed, allocate more time for debugging, choose a more realistic date. Find a solution that wont have the whole internet bury you (again).

    The classic team owns this mess, I dont blame Blizzard, I blame certain people that were in charge of the project. Its their responsibility to tell their superiors (wich were hiring new devs) that they dont feel up to the task and need more ressources. I have the impression that certain people said "they could handle it" when clearly they could not.

    And I hope, that this company doesnt show bad judgement again, and decides to remake the game in a more manageable, more modern engine, so that they dont have to rely on this classic team.

    The engine is too old graphically, not at all maintainable,has too much security issues, too much server lag issues in PvP, and all the other dupe exploits. Bugs nested in bugs and clearly the programmers are scared to play with switches for even small updates.

    Whats the track record on the few and far between Diablo 2 updates? Terrible, updates that messed up whirlwind and frenzy skill for like 1 year straight, basically forcing people to make a double swing barb "because the others skills are bugged". And now they think they are up to the task for a remaster...Are you kidding me?

    What they need to do is simply bite the bullet, remake it. It will take less time and cost less in the long run.

    Whats good also, in a remake, is that it limits the creativity of know it all talentless people, who dont know about Herald of Zakarum yet claim to be Diablo fans. You want these type of people to be creative in the way they recreate the canvas and dungeons, nothing more. The job of being a genius, being talented, showing good judgement and taste was already done 20 years ago, by Brevik and his team.

    submitted by /u/tennis_fan_
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    Immunity ZWD Season 20

    Posted: 07 Mar 2020 10:27 PM PST

    https://ptr.d3planner.com/955170232

    Hi Everyone!

    Wanted to share this ZWD build with the world. It will only work in season 20, but the idea is to use 4 immunity amulets. Because of how the season theme works this is possible, and makes you completely immune to 4 elements. It's not the most complicated of builds, but i think it's really interesting as its pretty simple to put together early.

    I went extreme on the Immunity just to see how far you could go, there are better options for your group though.

    What changes/additions would you make? Let me know what you think!

    Side note: The 3d model for this build is awesome looking as well, didn't transmog the gear at all.

    submitted by /u/Zimmik
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    Kanai's Stomping Grounds - Viable Leveling Strategy for 4 Players?

    Posted: 08 Mar 2020 05:05 AM PDT

    Just wondering if this is a viable way to level in the new season, or is it better for a group of 4 to just blast rifts? Thanks in advance!

    submitted by /u/Hydroyo
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    Why modern diablo needs to many voice acting and Npc?

    Posted: 08 Mar 2020 09:18 AM PDT

    Just keep it simple. Its really are killing the mood that you are alone in darkness. The dramatic NPC scenes does not bring anything in the table. If I want real story. I just read some random books in environment.

    submitted by /u/Bootleking
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