Post by PatriotPaine on Jan 6, 2016 17:13:26 GMT -6
Saw you playing this Monk, so question time.
When I got this for Christmas I tried it out for a little bit. Super early into it and haven't touched it since the 27th or so. I went with a Demon Hunter, because you know I like roguish ranged characters. I'll usually take a bow when given a chance.
But my question is, if I wanted to play through the game and hit up the end-game content, which would you say is the best class?
I'll play the game with you and Constant if he wants too, but I have no desire to play with random people, so I'd be doing most stuff solo more than likely.
Should I continue my game as a Demon Hunter or switch to another class for a first play through?
Really depends. Every class has it's strong points. Only class I've never touched in this one is the Barbarian.
I spent a lot of time playing as a Demon Hunter as that was my main on 360 when I first bought the game as well as when I played on PC. Kind of fits right in with your playstyle in my opinion. Lot of range attacks and can get out of a bind when surrounded pretty decently.
Witch Doctor is fun if you like playing and calling on pets to help you out. Really good as a support class though I've also seen some pretty strong end game builds with the right gear.
Crusader is the tank of the game. I definitely recommend making one at some point but at the same time kind of glad it wasn't your first character. Makes some things almost too easy as it is one of the easiest classes to dominate with early in the game. That's what I'm maining on PS4 currently.
Monk I've used only in a small capacity. Starts moderately strong but like the Witch Doctor, can also be a real beast with certain builds.
Wizard - again kind of a support character. Not bad at offense and is another character that is strong early on but is a little more limited in the end game in my opinion.
Again I think Demon Hunter is a perfect fit for a first character, though I don't think any character is complete shit in end game stuff.
Another good thing is most of the stuff you do and unlock is account wide so it is easy to get loot for other characters. There also is a new feature that came out in the most recent patch that allows you to remove level requirements for gear so in theory you could get a bunch of end game gear and if you farmed for the materials you could remove the level requirement and let a new character use it.
Though in reality it is pretty easy to hit the soft level cap (70) through power leveling. You'll start earning Paragon levels then which are account wide. Each Paragon level lets you apply another point to a different skill tree. So for instance my Crusader is level 70 with a Paragon level of 103. Well when I start my next character they'll be level 1 with a Paragon level of 103 and I can reassign those Paragon stats to better fit that particular character.
In terms of tips. Don't base everything strictly on the number stats. Sometimes legendaries will show a lower base damage but the signature perk helps it out. Also try them out first and maybe even put it in the stash in case another character can use it. Other than that just look into builds after you get a feel for your character and start to think about what type of gear and stats you might want to invest in. You have plenty of time to do so but having an idea early definitely helps.
With the most recent patch they've made some of the grind a bit easier in the end game's Adventure mode. You no longer have to farm the Keywardens for keys to make Infernal Machines as the Keywardens drop the machines themselves. You still have to farm the Uber Bosses for the organs to make the Hellfire Ring and Hellfire Amulet but it cuts the grind in half. Uber bosses still don't drop the organs every time but it's a higher percentage chance pending on the Torment Level you play on.
You also no longer need anything to open a regular rift, you just open them at your leisure as many times as you want. Greater rifts just require the fragments from the regular rifts and no longer require you to go through trials. You simply pick the rift level you want to play based on rifts you've completed.
Also the horadric caches you get from completed all five bounties for an act in adventure mode drops you a ton of weapon and armor plans. I opened one last night and got 12 sets of plans which is insane compared to how it used to be.
Plus the loot 2.0 that was implemented makes it so lendaries drop much more often.
No problem, it really doesn't take too long. Pretty sure we got Danny in the 50's in the very first sitting.
I also highly suggest just taking your second character straight into Adventure mode after you beat all the acts. I did two rifts on the Witch Doctor I just created and made it to level 22 before I stopped to take a break.
The Demon Hunter's vault is a life saver, that skill saved my butt more times than I can count. I would also suggest playing with the difficulty some as you move along even if you scale it back for boss fights. Gear drops and experience are all relative to the difficulty you play on.
Yeah it really is a lot of fun. I should be able to have my Witch Doctor maxed today and then I'll gear him up with some of the gear I have in my stash. Might start looking at Witch Doctor builds sometime this weekend too.
Ah, yeah I thought when we power leveled before we were on a fairly high torment level, good to know. I'll be on a bit if you want to take him through T5 or T6. Then I'll get you to return the favor on my Barbarian.
Patch 2.4.0 is now live for Diablo III: Reaper of Souls - Ultimate Evil Edition on PlayStation 4 and Xbox One.
This patch includes a variety of item and content updates, including (but not limited to):
New Zone: Greyhollow Island
The mysterious forested locale of Greyhollow Island is now open for exploration! Inhabited by new enemies and steeped in intrigue, brave the wilds and unravel the enigma behind the isle's mysterious inhabitants. Be forewarned, however; the land itself is hungry for blood.
To learn more about Greyhollow Island, click here.
Expanded Areas: The Eternal Woods & Leoric's Manor
The Sanctuary you know grows larger. Two existing zones are receiving new, fully explorable additions, featuring new bounties and events. Survive the hunting grounds of the fierce yeti in the Eternal Woods, a new branch of The Ruins of Sescheron zone. Leoric's Manor becomes a bit grander beyond the collapsed stairwell in Act I, opening up the Royal Quarters for curious treasure hunters.
New Feature: Set Dungeons
Test your mettle against one of twenty-four custom designed set dungeons! Each dungeon features a pre-generated, static course designed entirely around a specific class set. Don all six pieces of your chosen set and visit Leoric's Library to obtain a clue on where these hidden trials are located. Hunt down your dungeon of choice and master it to unlock exclusive cosmetic rewards for one, more, or for the truly dedicated, all of these challenges!
New Feature: Empowered Rifts
Spend your gold to empower a Greater Rift, granting a fourth opportunity to upgrade a Legendary Gem. Gold costs vary based on the tier of Greater Rift level attempted, and bonus upgrades are granted only to those who successfully complete the rift, so spend wisely!
Players may now purchase additional stash space, up to 350 slots total At level 70, +% Bonus Experience is reduced to 10% effectiveness Death's Breath now has a unique item color and have a beam effect for increased visibility
Several existing sets have received power redesigns or significant updates Redesigned Sets The Legacy of Raekor Thorns of the Invoker The Shadow's Mantle Monkey King's Garb Delsere's Magnum Opus Tal Rasha's Elements Updated Sets Might of the Earth Armor of Akkhan Roland's Legacy Embodiment of the Marauder Natalya's Vengeance Unhallowed Essence Inna's Mantra Raiment of the Jade Harvester Spirit of Arachyr Firebird's Finery Added new Legendary items A number of existing Legendary items have also been redesigned Old versions of these Legendary items found previous to this patch will not be automatically updated with redesigned powers, and will need to be found again to benefit from these changes.
Taunt now causes monsters to consistently attack you All classes have received several skill updates
Nephalem Rift Updates
Medium and Large versions of most cave maps can no longer appear in Greater Rifts Density has been increased in many cave maps The amount of progression granted by progress orbs in Nephalem and Greater Rifts has been increased The number of progression orbs dropped by Rare monsters has been increased from 3 to 4 The total amount of progress required to complete a rift has been increased Several new tile sets based on the new zones introduced in Patch 2.3.0 and 2.4.0 have been added for Nephalem Rifts New snow and forest themed monster population types have been added for Nephalem Rifts Some Pylons have been slightly tweaked for balance
Adventure Mode Updates
A new recipe has been added to Kanai's Cube An arrow will now indicate the location of the Keywarden if you are in a zone where one is present The names and descriptions of the Keywardens and the items they drop have been changed to correspond to the respective realms their machines open and the organs dropped in those realms Bandit Shrines now have a unique appearance
Experience granted by all monsters at level 70 has been increased Monster health has been reduced in solo, 2, and 3-player Greater Rifts Elites in Set Dungeons can now occasionally drop pieces of Set Dungeon lore The tactics and animations of several enemies have been retuned The tactics and animations of several Rift Guardians have been retuned Rift Guardians will now teleport to a player if there is a very long walking distance between them Starting at Torment VII, Rift Guardians now drop a guaranteed Forgotten Soul and have a chance, increased by difficulty level, to drop a second Forgotten Soul
The user interface has received several quality of life updates Skill buttons with active skills now glow Skill buttons with time-limited buffs now show a timer bar Skill buttons with stacked buffs now show the stack count in green Revenge now plays an effect on the skill butto when it is ready A second row has been added to the buff bar for each player with space for up to 14 total buff icons Very large floating numbers will now be abbreviated An option has been added to disable this abbreviation An effect has been added to the XP bar when players gain or lose bonus experience from Pools of Reflection
May all your adventures fare well, heroes. The armies of hell await you in the depths of Sanctuary and your bravery alone is all that holds them at bay.
Nice I missed the bit about more stash space, that is greatly needed as I was to the point that I was starting to run low. Messed around a little bit Greyhollow island and it seems like a decently sized zone so that's cool.
I can see where the empowered rifts would be helpful early on when upgrading gems, but not sure it'd be worth the money late into rifts.
I should be on and off this for a bit. Taking a break for a little bit but should be back on within an hour.
Been working on my Witch Doctor mainly and have made some small tweaks that have been hugely beneficial. First two things was to change the legendary gem I had put into my ring. I went with Pain Enforcer which increases the amount of damage your pets do. So far I've been able to get it to level 29 through greater rifts which brings it up to just over 23% added damage for my pets. I also got a piece of armor that I extracted the power from that increases the damage my pets do by 100%. Needless to say those two significantly changed how powerful my spider, dog, and gargantuan are.
I also moved away from the zombie bears. I like the skill and it does a decent amount of damage but I found Hex to be more useful. Using the Ring of Grandeur skill I extracted I can stack two different Hex abilities since I get the four piece set armor bonus. Another benefit from Hex is it doubles my armor and life when active and I have the cooldown so low that I can reactivate it as soon as is wears off.
Also managed to solo a level 36 greater rift today which is the highest I've ever soloed on any character, so I'm definitely happy with this build so far. I've heard some people say that the level 50 greater rift is the wall where people start to reconfigure their builds so we'll see. For the time being I'm liking the progress he has made.
My Crusader on the other hand still needs some work. I've made a lot of progress with him since I started playing again but I still need to change some more things with him. I think one of the things that screwed me up is I got too married to the idea of wanting sockets in as much gear as possible. Putting gems in gear certainly helps but in some instances I think it's better to roll the gear in a different way. Weapon, chest, helm, and rings are really the main gear to socket. Amulets I feel are best to roll with as high critical damage percent (not chance) as possible for make damage output. Pants it just depends on the rolls and how they apply to that character as to what you may want to reroll. You also want all tier 10 gems socketed into your gear, something I'm still working on completing with my Crusader.
My main suggestion is if you look suggestions up online, just don't get too married to one set build style. Adapt based on the gear you have dropping. That is something I messed up with on my Crusader as well as my main focus was one specific build type and I had complete tunnel vision with trying to acquire gear that supported that build. Whereas my Witch Doctor I altered my skill tree and where I had my paragon points assigned based on the type of build the gear I got supported.
Post by PatriotPaine on Jan 12, 2016 21:10:30 GMT -6
I've managed to get my damage stat up from 222k to 377k.
I'll still like the have the full Natalya's set, but I've switched for the time being to Marauder's (I have three pieces of that, but with the ring can get the four set bonus).
Because of that, I've switched back to using a sentry. The Marauder's chest gives my sentries 10% more damage, but the four piece set bonus makes them deal 300% increased damage and they cast multishot when I do. I switched out a second crossbow for the Bombardier's Rucksack quiver, which seems to be decently rolled (+723 Dex, +18% AS, +8% CHC, 2.5% Chance to chill on hit, 2 additional sentries bringing me up to 4, reduce cooldown of all skills by 5%, and +12% sentry damage).
I don't have the Marauder's boots, so I'm using Illusory Boots. They don't have that good of a roll, but for now I'll take it (mainly for its move unhindered through enemies ability and +11% movement speed).
Switched my belt to Crashing Rain, which gives my Rain of Veneance a crashing beast that deals 3104% weapon damage and gives me +12% damage on my Entangling Shot (which I switched to from Evasive Fire).
Swapped my hands out for Gloves of Worship, which is giving me 50% CHD and allows the shrine effects to last for 10 minutes.
Picked up a somewhat decent (for now) pair of legendary shoulders (Spaulders of Zakara) that is giving me +34% gold and the main thing for me makes my items become indestructible, so death means nothing to me now and I no longer need to bother repairing stuff.
Of course the Marauder's lets me have all the DH companions, so I'm running around with a spider, two bats, a boar, two ferrets, and I'm using the Wolf skill to grant myself and allies increased damage. I've got Cloak of the Garwulf cubed, so I have three wolves, and because I still have nothing better (and because they do a lot of damage) I've still got Nagelring cubed giving me a Fallen Lunatic every 10 seconds with the cap of having 4 at a time.
So I'll be running around with nine minions at all times, plus the four lunatics. Between these companions and my four sentries, I'm not having to do a helluva lot and can no longer be trapped in a group of enemies.
EDIT: 4 hours later, damage is up to 532K and I just need the shoulders for my Marauder's build.
Picked up a nice ancient Flavor of Time amulet and the Restraint ring (now I want the Focus ring too).
Post by PatriotPaine on Jan 13, 2016 12:14:01 GMT -6
That'd be great, appreciate it.
Just got done playing some. Got my damage up now to 600k, so slow and steady progress towards being able to actually do higher torment levels. Just playing around on T4 solo and can take out most things in one shot since my minions are doing so much damage (as are my sentries).
Post by PatriotPaine on Jan 13, 2016 12:20:02 GMT -6
Upgraded a rare shoulder and had it turn into the Marauder shoulders, so I've completed that set.
In doing so, I've finally found something in this game where I can say "whoever designed this is an idiot."
The Marauder set dungeon requires you to not take fatal damage (mostly easy enough), keep 3 sentries active throughout the whole thing (easy), but then it requires you to not let any enemy into melee range. Breezing through it, and these damn rockworms keep popping up right on me. No warning or nothing, just the devs going "haha, fuck you."
Damn, kind of makes me nervous to attempt my first set dungeon in a bit and see what kind of BS I'll have to deal with. That's really the only stuff that gets me with the game, it can be really cheap sometimes.