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Yelgis

TAG Mason
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Yelgis last won the day on April 27

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About Yelgis

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    Yelgis
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    jsigley@gmail.com

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  1. http://www.wowhead.com/news=264263/destiny-2-coming-to-battle-net I might actually play it on PC. I don't own any recent consoles.
  2. I got an invite to the Necro beta!

    I got to play a little last night and I am liking the skills so far. The Necro starts off as a really strong class for leveling. The very first skill you start with a small circle aoe that does 150% dmg/sec. So it makes for a very strong starter skill for aoe clearing. Corpse explosion with bloody mess rune is ridiculous aoe clearing ability for a low level class. I also like the Blood Siphon generator that does 300% dmg per tick. It is super strong single target damage and that helps get a corpse to start your explosion chain going. y Pets are okay so far. The skeletons being passive spawns are nice, but I feel the active portion while nice for directing your skellies ends up feeling kinda expensive to use and I mostly ignore it and just use the skellies as bodies to block mobs. The golem just feels like a Gary. You can't really direct him so he is just like a WD pet. You can activate him on a 60 sec cooldown which does re position him and spawns some corpses for you to use. The skeleton mage skill feels more like a spender skill rather than a pet in my opinion. I like the skill because the mage you summon will sort of immediately target what you aimed at and follows for a short while. I don't like the archer rune much because it seems to me to make the targeting of the mage slower from the start. It is the best rune for a full pet build though because of the attack speed buff it can provide, so I may just need to get used to it. The death nova is interesting as a skill too for a spender. It is a 25 yard point blank aoe that does decent damage (350% base rune), but corpse explosion which you get earlier does 250% in a 20 yard radius (25 with bloody mess rune) and costs nothing but to have a corpse. I kinda feel that nova gets overshadowed because of this. You use a generator like Dual Scythe or Blood Siphon (the two most damaging ones) to make a corpse and then just chain reaction Corpse Explosion everything on the screen till it is gone. If there are still elites or a pack left the toss out a couple skeleton mages to mop up. The gameplay feels good so far, and I certainly plan to play necro next season. Myself also being a multiboxer, I see a lot of potential for multiboxing necro's. Skeleton mages is a great auto targeting skill for boxing and the way the corpse mechanic works and globe spawning ability of corpses and a necro passive could make boxing multiple necro's pretty amazing. The only problem is there are not a lot of synergy multiple necros can provide to each other. The best thing would be having 4 possible curses, but I haven't looked at runes to see how beneficial that would be yet. Not a lot of other buffs that necro's bring other than globe spawning tho. The thing I hate most about necro so far is the armor skill. It is just another skill that changes your characters appearance and is up permanently, which is slightly annoying. The worst part of it though is it functions just like soul harvest for the WD used to in the fact that it has stacks based on the number of mobs hit and instead of just refreshing the cooldown and adding to the stack count like harvest now does, it functions like harvest used to and adds a new buff with whatever the number of mobs you hit each use. This means you have to only use it when there are 10 mobs around you or you can actually lower the buff from the skill. Makes using it slightly frustrating. With this being a large portion of the Necro's dmg mitigation it is just a stupid concept to use a known skill method that didn't work for a previous skill like Soul harvest over again. I only managed to get into the mid 20's last night soloing my way through season 11 on the ptr, so I haven't yet experienced a ton of the Necro, but from what I can tell right now is that the class will be a strong leveler for a season. The base skills just provide all the right combination of single target and aoe options and they damage they do base and with early runes is on the stronger side of classes. They have the best mix of it all that I can see. Item support and sets will really determine the endgame potential, but for now they are a strong base class (and I am not even abusing the broken revive skill)
  3. Just got an invite on one of my 4 accounts (not my main one) for the Necro beta!!!
  4. Season 10 Roll Call

    Well I may not be around as much if at all this weekend as planned. My wife's grandmother is dying so I am traveling back to the East coast with her instead of her just heading that way herself. I may get a little time in this weekend, but depending on funeral arrangments and visiting family and such my time will be very limited this weekend. If I can't get on for it, one of you will just have to powerlevel me lol.
  5. Public games GR access change

    I am pretty sure this applies to all games even solo made ones. From what I found on reddit, it also appears to be per character not account. Unfortunately, the PTR server is no longer up to verify.
  6. Here is a spreadsheet that has some nice tips on it such as: - What levels you can craft new weapons - What levels you can craft -level req weapons - When to look to buy rings, ammies etc - Some leveling starting methods - General tips for improving leveling efficiency https://docs.google.com/spreadsheets/d/1o3zTM8P7LDSZRZbg0ipexFr-zZlriuMA-4FC6Lapbkc/edit#gid=699801965 Here is another set of leveling tactics useful for a season start that will still hold true for S10. https://www.reddit.com/r/Diablo/comments/609cwz/toptier_tactics_for_leveling_1_70_season_10_race/?st=j0oas51r&sh=7ec97b06
  7. Season 10 Roll Call

    Well with you playing WD and some of our traditional DH's looking like they are coming back, I will probably start monk and roll DH later on the side. Right now it looks like we will have aoe and single target dps options. I am going to start monk cause I like the changes to Inna that makes Inna-EP and Inna-Gen stronger and monk is just so versatile with builds. Besides we need more healers right? Now if we just had some barbs or other ZDPs aspiring players for the pulling roles.
  8. Season 10 Roll Call

    Cool looks like some people will be around. For those that asked, I have a thread here: That has all the season info such as start times and sets given and some of my opinions on best starting sets and the potential meta changes next season.
  9. Season 10 Roll Call

    Just looking to see who plans to play. If you do please reply with what class you are thinking on starting with and if you will be on right at the season start (or when you will be on if not). Just so we can have an idea of starting groups for leveling reasons. The season works out perfectly for me as far as start times go, so I will be on right at the start and probably for most of that weekend. I plan to start either as a DH or Monk, depending on what everyone else is planning on playing. If it looks like we will have others interested in play Bats WD and single target boss killers like Impale DH, Manald Wiz or Gen Monk, I will start off as Monk, so I can ZDPs when we need it. Is anyone planning on Barb in season 10? Specifically willing to play support pull barb if needed?
  10. 2.5.0 PTR

    Well I will be looking for a group on release night Dano.
  11. With season 10 in the near future, I thought I would do some testing using my multibox setup to find out what is the most efficient way to start a season. A new season means no paragon, no materials and no gold to start out with. Out of those the most important early on in the season is gold. Gold is needed to buy your damage rings starting at level 8, your damage amulets starting at level 12 and for crafting a new 2 handed weapon every few levels from the smith, not to mention leveling your crafters up as you progress. Rifting to level in a 4 man party is known to be the best way to level as a group and certain classes can use the Massacre system to level as fast or faster than a 4 man group by solo Massacre chaining (WD is really the best at this with the record being right around 2 hours for a fresh 70 WD compared to the best 4 man rift groups taking nearly 3 hours). The problem is those methods will get you early levels fast, but the gold gain is pathetic and not enough to keep up with your need for weapons, crafter levels and jewelry purchasing. To solve that problem you can do a nice little sequence to build a nice little intial nest egg and still level pretty quick as well. This works best with 4 party members, but the solo option works well too, especially if you plan to massacre level solo as a WD. The Early Leveling and Gold Making Process The process starts off with what is known as being a good normal season start. You create your main and start an adventure mode game. Then you grab the best follower weapon available to your class. Bow and Spear are usually best if your class can use them, but the damage range varies on each character created so grab all three and use whatever gives you the most damage. Then you look to see if Kulle or Maghda boss battles are active (this is where 4 players all with separate games helps) and do whichever one is up. Kulle is the easiest by far. The boss battle will get you to level 4 on Master and provide some nice starter gear. If you are lucky you will get a weapon or two, make sure to share extra weapons with party members if you are grouping to speed the next part up. The next part is a run of the campaign on Torment 1. A run is defined as all the quests up to killing Haedrig's wife, but you do not talk to Haedrig after killing her. Once she is dead everyone should grab their item she dropped and leave the game. Then you start the game on T6 again and turn it in for a larger reward. This larger reward will jump you two levels. Some numbers on the run results. Your character gets just over 3k gold for normal run and ends up level 4, but you get around 11-12k gold for master run and end up level 7 if not doing the boss kill start. If you started master on the boss run, you will end up level 7 with around 14-16k gold from the run. You get another 2 levels and 20k+ gold for the turn in, gaining about 36-40k gold overall. If you do the master boss kill and then the torment 1 run in a full party you end up just about a bubble of xp shy of level 12 with around 46k gold with the turn in on T6. Here is how the turn in works. For the first time turning in Haedrig's quest on T6 at level 7 (what you should be after a master run) your character jumps to level 9 and you get a but over 20k gold, if you turn it in at level 4 you only jump to level 6 and get 15k gold. If you then turn in further quest from other players you get a small amount of xp and about 3k gold each turn in, but if you turn in on a new level 1 you get 9860 gold per turn in. If each player starts their main character choice and does a master campaign run up to killing Haedrig's wife then quits the game and makes 3 level 1 random alts, you can then have each person start a T6 campaign game on their main and have the other party members join with a random alt and do the turn in. Each time a new person gets ready to turn in the quest on their main all other party members use a brand new level 1 for the turn in. Doing that above will mean each player in the 4 man group gain an extra 29580 gold from the process. If you bother to do the opening campaign on the alts before turning in each time it takes about 1 to 2 mins just up to opening the gate on master to get to level 2 which yields 11.730 xp per turn in. which is an additional 5600 gold. That last part is probably not worth the time but is a possibility. After doing this start, you can just rift to 70 like normal or go massacre level solo if that is your plan. The extra gold and quick level jump to either 9 or nearly 12 really helps with the early season game when gold is scarce which makes it harder to buy rings, amulets and craft weapons that would keep your leveling pace fast. I was able to do the master run in about 9 minutes or faster on every class but Barb. My barb run took about 11 minutes and that was because I never got any weapon upgrades along the way like every other class did. Tips Some general tips. - Don't fight anything not part of an objective unless they are blocking your path. - Use a follower if you are soloing. - Single target damage is much more important than aoe for making this run fast because all the objectives require killing bosses/elites. The only heavy aoe portion is the cellar but even that makes better user of single target. Step-by-Step Guide 1) Create your character. Set to adventure mode and master. Start game. 2) Grab the best follower weapon and hire follower of choice. 3) Look for Kulle or Magdha boss bounties in Act 2. Do whichever one is up. *Note if you get Kulle, make sure you are standing next to him and kill one of his adds. This will level you and the level up explosion will do a lot of damage to or outright kill Kulle making this process much faster. 4) Grab drops and chest drops from bounty. Make sure to equip the best weapon you have at this point. 5) Exit game. Change to campaign and set difficulty based on party makeup. If you are doing this solo keep it on master. A party can do Tormet 1 just about as fast as Master so bump it up if you want. The master option ends with everyone level 9. The torment option ends up with everyone being nearly level 12. 6) Start campaign and run past everything up to the guards at the gate. Kill the two enemies then talk to guards. Run in to the middle of where the enemies spawn and kill them as they come. If you level while killing your explosion will help finish off this part faster. 7) Don't wait for the npc to finish his blabbering just rush the gate after the last zombie is down and head straight to the bar to talk to Leah. Kill the villager zombies and jump into the next room to grab the book. It is worth the time for the xp and Leah takes a second before she can be talked to anyway. Come back talk to here and run out to the gate to the Guard Captain. 8) After the barricade breaks, rush past the first few zombies and go straight for the Wretched Mother. Kill her grab anything that drops and run off. 9) I feel the bonus is worth it, so kill the first Mother you come across on the path, then continue running following the road until you find the second mother and third mothers. There will always be 3 very close to the road on the path to the actual quest completion so don't bother leaving the road to find mothers. Kill the big mother then back to town to turn in and grab leah. 10) The next part is pretty linear. Get leah, go back to old tristam and open gate, go to hut, kill boss, turn in, run to Cathedral. 11) This is the part that will greatly vary your completion time. Sometimes you will find the gate right off other times you will run around more. The best advice I have is South and East (Down and Right for some) is always the best option. If you can't go those directions just follow the path around. That seems to find the door for me the most. If you are in a party you can split up to find the gate because it triggers a boss prompt for everyone to accept. 12) Kill the event, talk to cain, follow him to town and do turn ins. 13) NOw you are on the haedrig part. Go talk to him, enter the cellar kill the townsfolks and his wife, but DO NOT TALK HAEDRIG after his wife is dead. Just pick up your loot and leave the game. 14) Now you will do the turn in option mentioned earlier on T6. You can either do one turn in for the party or do the alt strategy mentioned above to earn nearly 30k more gold. Class Info and Tips In order of best classes for this run style. Witchdoctor = Wizard > Demon Hunter > Monk = Crusader > Barbarian All classes are viable for this though and in parties any makeup should work. Witchdoctor: - Grasp of the Dead gets put on right click at level 2, use it the entire run - Swap left click to Corpse Spiders at level 3 as that is the best single target WD has early - You get dogs on slot 1 at level 4. Summon them as soon as you level. - You will get leaping spiders at level 9. If doing the torment run after master boss kill in a party you will have this before fighting Haedrig's wife. So swap the rune. Wizard: - Left click starts out as Magic Missile, but you can swap that to Shock Pulse at level 3 for a little more aoe for the first part of the run - Swap left click back to Magic Missile with the Charged Blast rune at level 6 - You get Ray of Frost at level 2. Use it all the way to end of run as it is better damage for AP than Arcane Orb. - Change Ray rune at level 7 to reduce AP cost if doing the party torment run option - Frost nova is your only slot 1 option till level 8 where you can get diamond skin. Neither will really speed up your run but they are both good defensive options Demon Hunter: - Use hungering arrow the entire run. Put a rune on it at level 6 - Use Impale when you get it from level 2 for the whole run. Rapid fire can be subbed and is an ok option as well. - Caltrops is your only slot 1 option. Just ignore it. You can swap to Vault at level 8 if doing the torment party option, but at the point you can do that it won't really make a difference Monk: - Use Fist of Thunder until level 3 then swap to deadly reach. - Go back to Fist of Thunder at level 5 with the rune option - Lasing tail kick is your best spirit dump option. Put a rune on it at level 7. - Blinding flash is your only slot 1 option and is a decent defensive one Crusader - Punish is better than slash because of the damage. Put a rune on it at level 6 will give some aoe - Shield Bash is your best resource dump option. Don't swap to Sweep as bash is enough aoe for the job but does way better single target. Shield Bash rune at level 7 is worth it for both aoe and single target. - Slot 1 options don't really matter Barbarian - Stick with Bash for the single target damage. Rune it at level 6 for some CC - Keep Hammer of the Ancients unruned as the run just lowers damage for larger aoe - At level 5 you can change Ground Stomp on slot 1 to Rend for both more aoe and single target damage. Keep rend bleed up and hammer in between as fury permits.
  12. Straight from Blizzard's mouth. Season 9 will be ending on the following dates and times: North America: Friday, March 17 @ 5:00 p.m. PDT Europe: Friday, March 17 @ 5:00 p.m. CET Asia: Friday, March 17 @ 5:00 p.m. KST Season 10 will begin about two weeks afterward on these dates: North America: Friday, March 31 @ 5:00 p.m. PDT Europe: Friday, March 31 @ 5:00 p.m. CET Asia: Friday, March 31 @ 5:00 p.m. KST This is actually perfect for me this time around. I will be free all weekend this release, so I am looking forward to a fun season start. I really like the new Holy Point shot for DH and always did like the Impale spec. I may give that a go this season. I may also start with Monk now that I don't need to roll a separate one for ZDPs and farming, etc. As far as sets go. Haedrig's this time around are: Demon Hunter => Marauder Barbarian => Raekor Wizard => Delsere Monk => Inna Witchdoctor => Zunimassa Crusader => Akkhan I feel DH and Barb got the best of the draw for S10. They are the only ones that get a nice damage bump with their 4 piece, so they will have the easiest time soloing GR20 to complete their journey sets. WD gets an okay increase with 4p Zuni, but Delsere, Inna and Akkhan really don't give a power increase until their 6p bonuses. That said all classes have a spec that can do a GR20 as a fresh 70 in all yellows (even if it takes 13 minutes). A little luck with certain legendary drops on your way to 70 can really help too. The only sets of those that are good early speed farming sets are Raekor and possibly Zuni (built like a HT garg build). Inna and Marauder are both strong builds but not really for speed farming. Delsere may be a little better with its buffs now so I can't say how it stacks up. Akkhan is still akkhan and not really that useful. Other nice things coming in season 10 are: Armory: the ability to save builds/item loadouts and swap them in town (no need for multiples of the same class now) Material Storage: most crafting mats no longer take up inventory space and have their own UI Possible meta shifts are also being discussed. It is still going to be 2 support + 2 dps for 4 man pushing and yes the supports are still going to be primarily Monk + Barb, but the boss killer slot is now up for debate. Generator monk is still in the running, but new contenders for the spot are Manald Heal Hydra Archon Lightning Wizard and Impale Shadow Demon Hunter with the new Holy Point Shot (triple dmg ftw). Both of them have been shown to be very competitive in RG kill times if not better than the Monk and they can contribute more to the run outside of the RG than the monk can. AoE dps is still ruled by Bat WD.
  13. 2.5.0 PTR

    I am really looking forward to patch 2.5 and season 10. The QoL improvements are enough for me to still be interested in the game and now with the revert on the stupidity that was Primal Ancients, I am looking forward to it again. I skipped some seasons and ended some before I finished the journey for stash. Season 10 will be my final stash tab.
  14. Anyone coming back for Legion?

    I already picked up the expansion. I haven't played since early MoP, so I boosted my Paladin main to get a jump on Garrison and am leveling my DK as blood now from 85 to 100. I plan to play DH as Vengeance with the early release of them next Tuesday. All my characters are on Uldaman.
  15. Season 7 starts on August 5th

    I will probably be there at launch. I work till 7, but I should be home before 8 when it starts. Unfortunately, I have work at 7am the next morning, so at most I will play till 12 or so. Either starting as a DH or WD. Both have their best sets as the freebie and I plan to knock out this season fast for the bank space and that is probably it. I may be playing WoW with Legion so Demon Hunter in it releases the 9th heh.
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