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Yelgis

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  1. Clarification on the Etched Sigil. You can't gamble it until level 33, but at that level it is only one of two possible sources, so it is a great chance to grab it early. Another tip I picked up from watching some start videos. If a person or two in your party is able to craft a lvl 70 weapon in the low 40's then the whole group can remake a T6 game at the first level the weapon is useable and clear a T6 rift. This will make your entire group able to do above GR20 rifts right at 70. So that removes having to run a T4 at 70 to unlock straight to the GR20 everyone needs to complete their Journey set.
  2. Just throwing down my idea of how to start season 12 off. With challenge rift giving starting mats, I figure a coordinated 4 player group could take advantage of it. Step 1: Create season character - Rebirth or create your season character Step 2: Challenge Rift - All 4 players join a group and select challenge rift - Smash it and then break party Step 3: First Game - Everyone goes back to adventure mode with their level ones - Set to Master difficulty and have everyone start a fresh game on Adventure mode - Grab follower weapons and snag your Challenge rift rewards. Gamble for level 1 items now for your class. - Look for Zultan Kulle as Act 2 boss bounty. Everyone goes to a game with that bounty. If not that bounty Skeleton king works as well. - Smash the boss bounty - Lower difficulty to Hard - Craft level 5 and 8 weapons (5 has to be one hander, 8 should be two handed axe if your class can use them (all can except DH)) Step 4: Split up now - No the idea is to get a couple extra things done to make the leveling process really take off. - First if your party has a DH or Monk great, the fastest person should start a Campaign mode game on Hard or Normal and rush to Haedrig. - Once you get to the Haedrig quest where you kill his wife, Kill her and then leave the game before talking to Haedrig. At this time this member can join back into the original game. - While the runner is doing Haedrig, another fast person (Monk or DH) should run to the Cube for the party. If the Haedrig runner hasn't finished yet this person should wait near the cube before the party all goes to grab it. - While Haedrig and cube run is happening, the other two party member should be splitting act 1 bounties, hold off on boss bounty until last and when the full party is present. Step 5: Reform and turn things in - When Haedrig runner gets back to party, everyone head to cube runner and grab the cube - Now people can cube their level 1 gambles to boost damage. - Go finish the boss bounty for act 1 (and others if split runners haven't finished yet) and have everyone turn in to get possible Cain's and Born's drops - Haedrig runner drops party, to restart game in campaign on T6 and invite his party members. Go talk to Haedrig just inside the cellar with all party members present on T6 for a good xp bump (this should be a couple levels) - By now people should be at least level 8. So check Fence's in all acts for +damage rings Step 6: Split up again - This time only the runner goes off by himself. The runner can stay in his campaign game and drop difficulty down to hard or normal and start rushing to the skeleton king waypoint. ONce there if the runner and or anyone in the party is not at least level 16 yet, the runner rejoins the party to level. - While the runner is finishing the path to Skelly, the rest of the party can do another round of split bounties. Save the boss bounty again for the runner. - When the skeleton king portal is ready in campaign and everyone in party is over 16, the runner leaves party to remake a campaign game on normal. Party joins and you faceroll skelly king for Leoric's Step 7: Rift your face off - Get the band back together and start rifting to 70! By this time everyone should be over 16, have a decent cubed power boosting item and you possibly have Leoric's crown and maybe a person or two with borns or cain's sets, so put em to work. The runner will be a little underleveled, but should catch the party pretty fast due to xp dynamics. Important things along the way: - Level 1: gamble any strong items for your class - Level 8: Shop Fence's for rings with +damage - Level 12: Shop Fence's for amulets with +damage - Level 16: First weapon tier that can be crafted with a socket (put a ruby in it!) (also get Leoric's Crown and a ruby in it too) - Level 40-50: Craft a level 70 weapon (2hander preferred) and roll 20-30 reduce level requirement on it. Make sure the weapon has two secondaries and one of them being a crowd control one (stun, freeze, etc) and then reroll the secondary one to level reduction. Crafting Stuff while Leveling Every class can use 2h Axes, Maces and Swords except DH, so here are tables for what to craft at what level if you feel your damage is lacking and drops haven't been happening. All classes but DH - Level = Type - 5 = 1H Axe - 8 = 2H Axe - 16 = 2H Axe - 19 = 2H Sword - 21 = 2H Axe - 23 = 2H Sword - 27 = 2H Sword - 29 = 2H Axe - 33 = 2H Axe - 37 = 2H Axe - 41 = 2H Axe - 44 = 2H Sword - 40-70 = Lvl 70 2H Mace with -20 to -30 level reduction Demon Hunter - Level = Type - 5 = Hand Crossbow - 8 = Bow - 12 = Bow - 15 = Crossbow - 19 = Crossbow - 25 = Crossbow - 29 = Crossbow - 32 = Crossbow - 36 = Crossbow - 42 = Crossbow - 50 = Crossbow - 40-70 = Lvl 70 Crossbow with -20 to -30 level reduction You only need to craft if weapons upgrades haven't dropped for you in a while. 2Handers are always better dmg per resource spent and they have an innate damage bonus above similar level 1handers so they are just more efficient at using resources while leveling. Axe will be your best bet while leveling but there are some swords in between axes that can help hold you over until a new drop or axe level is reached. For DH crossbows are the best option after level 15 and they come frequently enough that you should only have to craft them. Everyone should craft a level reduced 70. With a higher end roll it should be usable between level 40 and 50. Make sure to craft a level 70 weapon with two secondary stat rolls with one of them being a crowd control stat such as freeze or stun etc. Then roll the other secondary to level reduction. With the challenge rift mats you should have enough gold and mats to try this several times and there is a very good chance to get a decent one. Party Composition Every party makeup should work, but here are some thoughts I have for each classes roll in them. AOE Clearer's Necro - Gamble grasp of Essence, cube it and slot Corpse Explosion Bloody mess as a skill. - Corpse Explosion and corpse near monsters until no monsters are left - Party members can kill mobs for you and you can help with Bone Spear to make a few corpses if needed - Later on Golem can make 8 corpses on demand for you and even later Land of the Dead is an option for burst windows for large packs or RG's - Early on you can also slot Corpse Lance to help kill elites and RG's, but once LOTD is available CE will be better burst for RG with Grasps in cube Monk - Gamble bracers and hope for Gungdo. Slot Explosive Palm, tag low hp mobs for party to kill, and blow screens up. - Best EP rune to use is the spirit returning one. Later on you can slot the cold rune for higher damage, but spirit will be better if you also have other legendaries to make other spenders worthwhile - If you gamble Gungdo and still have shards, you can gamble Rivera dancer boots and cube them. Wear Gungdo. That gives you EP screen clear and a good damage spender to use for everything else. General Damager Barb - Gamble HOTA or Siesmic slam bracers, slot respective skill and use it to smash demons - Focus passives and other non-boosted skills for more damage or resource production DH - Gamble Hellcat Waistguard belt, slot Grenades and spam away. Also slot Turrets with Spitfire for single target damage boost later on Sader - Gamble Denial, slot Sweep and spam as much as possible Wiz - Nothing good to gamble early, but Manald heal can be gambled at 27 with some luck - If no Manald, a standard Disintegrate build is really good aoe damage and Etched Sigil source can be gambled at 33. Will have to swap to using 1handers or cube it though. WD - Spirit Barrage mojo can be gambled at level 1, but the skill isn't usable until level 17 - Can start gambling the firebat staff with high chance at level 8. Useful Support options for each class: Wiz (damage buffs and CC options most are passives, can clear ground effects) - Cold Blooded Passive makes enemies take 10% more damage while chilled by you. All party members benefit from this - Conflagration passive: 6% increased chance on enemies burning from your fire skills for the party (all fire skills will cause burn) - Temporal Flux passive is an 80% slow for some CC - Paralysis passive can stun for CC - Frost Nova: Bone Chill enemies take 33% more damage while chilled or frozen from the nova (all party members benefit), this is also a decent aoe CC and will trigger Cold blooded passive - Slow Time: Exhaustion rune causes enemies in bubble to do 25% less damage and Time Warp rune causes them to take 15% more damage - Wave of Force: Deblitiating Force rune reduces enemy damage by 20% for 4 seconds - Black Hole: Event Horizon can remove enemy elite ground effects like arcane, poison and lightning attacks and it groups mobs DH (Good defensive buffs and a couple damage boosts) - Numbing Traps passive used with Grenades generator or Sentry skill can reduce enemy damage done by 25% - Boar Companion boosts party life regeneration and resistances by 20% - Marked for Death provides a 15% damage boost. Contagion rune is the easiest to use - Guardian Turret rune for Sentry at level 60 reduces party damage taken near turret by 25% - Multishot Windchill rune increases chance to crit enemies by 8% (works for party) Barb (Good party healing, good damage reduction options and some minor damage boosts) - Inspiring Presence passive will restore 3% hp per second for the party after any shout and is available early - Rend: Mutilate rune will make enemies take 10% more damage and it is a good aoe skill for the barb anyway - Ground Stomp is a good stun and can group enemies with Wrenching Smash rune - At level 53 barb can boost party speed with Sprint Forced March rune - Ignore Pain Mob Rule provides party CC immunity and damage reduction at level 43 and can last up to 11 seconds with Cassius belt (can gamble at 31 and starts dropping soon after) - Threatening Shout can reduce enemy damage by 25% or increase their damage taken with Falter rune. Demoralize rune also taunts them to help with grouping etc. - War Cry boosts party armor and is a good trigger for Inspiring Presence passive. Several off the runes can boost defensives even further. Best options are Veteran's Warning or Invigorate WD (good mix of damage increase and reduction, can group with Nado) - Bad Medicine passive reduces enemy damage by 25% when dealing poison damage to them and there are many skill options to do so - Locust Swarm: Cloud of Insects rune makes enemies do 25% reduced damage - Hex is a good CC and the Jinx rune at 31 causes enemies to take 15% more damage - Wall of Death level 60 rune causes enemies to do 25% less damage - Pirhanas skill makes enemies take 15% more damage. Nado rune can be used to group mobs - Big Bad Voodoo increases attack speed. Slam dance rune also increases party damage by 15% or Ghost trance rune can be used to heal party 5%/sec and reduce incomming damage by 20% Monk (Great defense options, some decent healing and potential movement speed for party) - Very first passive is Resolve and causes any enemy damage by the Monk to do 20% reduced damage for 4 seconds - Blinding Flash is a good blind CC that will also cause elites and bosses to have a 30% miss chance. Crippling rune at 41 will cause enemies to do 25% less damage for 5 seconds after the blind wears off - Breath of Heaven is an ok heal for the monk and party early game - Serenity Tranquility rune can remove CC from the party and provide a decent damage shield as well - Inner Sanctuary is the largest party shareable damage reduction in the game (55%), but is not good for mobility reasons. Still there are several good defensive runes to support it - Cyclone strike is the best grouping skill for any leveling class and at 55 it can also become a decent party heal - Mantras can provide defense or offense. Best defense option is Salvation: Agility at level 58 but ealier runes such as Hard Target and Divine Protection are also very good. Wind through the Reeds rune at level 40 increases party move speed. Conviction Mantra is the best option for damage and the Annihilation rune can also speed the party up. Sader (good move speed buff for party, some okay healing and damage buff options) - Shield Glare: Divine Verdict is a 20% damage buff for 4 seconds with a 12 sec cooldown and it CC's - Consecration is a group life per second heal and the level 23 rune boosts the healing and radius - Provoke taunts enemies to you for 4 seconds - Condem Vacuum can group enemies - Laws can provide offense or defense and many other secondary effects. Justice law is the best passive defensive benefit of 140 all resist for the party and with the immovable object rune at 30 it provides a huge 7000 armor for 5 seconds (10 with Long Arm passive) Making it a huge defense cooldown. Laws of Hope provides passive life regen and the Wings passive provides 50% runspeed which is great for speeding up party rift clear times Necro (can spawn a lot of health globes, good attack speed reductions to enemies, and nice defensive or healing curse options) - Life from Death (first passive) spawns health globes reliably allowing the party to heal more and DH and WD have passives that can take advantage of them - Bone Prison passive can provide CC to a few skills - Rigor Mortis passive reduces enemy attack speed when using poison skills - Bone Spikes level 6 rune stuns mobs for 1 second each cast and paired with Bone Prison passive is a strong CC option - Siphon life Blood Sucker rune can be used to pull in globes on demand - Bone Spear Crystallization rune reduces enemy attack speed by 20% - Death Nova Blight rune reduces enemy damage by 15% for 1 second (only good if you are spamming it as your main damage dealer) - Corpse Lance Brittle Touch can be used to up crit chance for the party on tough mobs like RGs and elites - Land of the Dead Frozen Lands at level 43 is 10 seconds of great CC - Multiple Curse options: Decrepify reduces enemy damage by 30% and slows them. The slow can be removed by wither later for 10% more dmg reduction and early on Dizzying curse can be used to give a chance on hit to stun enemies. Leech provides a 2% heal to party anytime they hit the cursed enemy. Frailty can make mobs die at 15% hp and has an aura rune making it passive - Bone Armor Dislocation rune can stun large groups of enemies for 2 seconds With early gambling boosting damage, I feel the defensive options each class bring above are the best things to go for to allow the party to run higher difficulties while rifting. I have made bold the support skills above that I feel every player should run if partying 4 man rifts. Party Makeup Ideal 4 man rift groups should have at least one Necro or Monk for speeding up AOE clearing and at least one strong dps class that is boosted by early gambling such as a Barb with HOTA or SS, LTK Monk with Rivera Dancer, DH using grenades with Hellcat Waistguard or Firebats WD with Staff of Chiro. Of those the easiest to gamble for is Barb and Monk. Wiz and Sader have the worst gamble options for boosting damage early though. All classes will work and as shown above every class can bring some support to the table and should in a party. Support skills that provide toughness would be most desired and every class has some option to do that. My ideal party since I am a Necro would be (and who I plan to play with at start): Necro, Monk, DH, Barb or WD Necro and Monk both bring the AOE clear and have good defense support skills and monk can group with cyclone Monk can also be a good dps with LTK and the boots gamble DH brings boar pet for toughness and later on guardian turrets as well, has good early damage options with Grenades and Hellcat belt and can buff party damage with mark and cold multishot and they benefit greatly from the increased globes from the Necro with Blood Vengeance passive restoring their resources. DH also has a strong journey set with Nat's set to help boost into t4 right at 70. Barb brings Warcry and Inspiring Presence for heals, and can either gamble for early strong boosts to HOTA or SS making them a great dps and barb has by far the best early DPS skill at level 5 with Rend. Barb journey set is IK and that starts out very strong so that helps boost to T4 right at 70 as well. Barb also benefits from the necro globes with the Pound of flesh passive If not barb WD would be ideal as the 4th because they bring more toughness with Locust Swarm and Bad Medicine, pets for body blocking and if they can manage to gamble and early Staff of Chiro they make great aoe dps. WD also benefits from the necro health globes with the gruesome feast passive The great advantage of my ideal party setup would be having both DH and Monk to be able to do the campaign and cube runs. They are the two classes that get mobility the earliest and as such make great characters to do those runs and that fits in to early game plan I mentioned above.
  3. Good news the Challenge rift is cake. I didn't actually run it, but I logged into it to check what class and skills were used. It is a Helltooth Garg WD with shortman's and the Wall of Death bracers in cube with plenty of toughness items. 5 mins and 17 seconds to finish it. Should be a cake walk even solo and a 4 man party should trash it.
  4. Oh just another tidbit, you can do the challenge rift in a group. Makes it much easier to beat the timer. In other news, I picked up the Necro pack while on sale and now plan to start out as Necro after I discovered they can early gamble the Corpse Explosion gloves.
  5. Gambling early in season 12

    Building on my earlier post about being able to complete a challenge rift at the start of a season to get some starting gold and mats, I decided to look into gambling right out the gate on a fresh season level 1 with those 300 shards. If we stick to gambling just armor and offhands, we can gamble up to 12 times. Each class can gamble something to cube at level 1 (and you can cube it due to having mats from the challenge rift as well)! Here is the breakdown in order of which class gets what and how I think that ranks them starting power wise. Necro - Gloves (Grasps of Essence) or Ring (Circle of Nailuj Evol) - Grasps give up to 500% damage to Corpse Explosion (level 4) and are a great option for group neph rifting - Limited to corpses, but no resource cost for CE makes this the most spammable screen clearer early game - Ring is another good option but you are less likely to get it, but double mages that last longer is a strong ability, probably gamble Grasps first then spend leftover for ring - Necro is number one in terms of power gain because of Grasps when groups situation is considered, but weaker for solo Monk - Boots (Rivera Dancers) (can also gamble bracers for Cesar/Gungdo possibly Pinto) - Rivera Dancers give 300% damage boost to LTK (level 2) - Monk is number two because by level 24 it can generate 9.2 spirit a second passively plus its generators attack faster and restore resource faster than Barb generators so more uses of the boosted spender -Monk is also number two because Gungdo are amazing for speeding up rift clears in a party and provide a ton of spirit for the monk as well. If you can gamble gungdo in a few rolls, try going for boots next. Wear the gungdo on the way to 70 and cube boots would be ideal Barb - Bracers (Destruction/First Men) - First Men gives a boost of 500% to HOTA (level 2), Destruction gives 500% damage to first 5 targets of Seismic Slam (level 12) - First Men is a better option because you get HOTA earlier and at level 7 it gets a decent AOE rune with Rolling Thunder and isn't capped at 5 targets, but SS is stronger early on and allows you to build ranged with Weapon Throw as your generator. FYI Rend is still strong early on as an aoe ability with either of these options. -Barb is number three because it is more resource capped early on until passives past 30 and having unlocked several rage gen skills (taking hits is required to generate resource faster early on) WD - Mojo (Gazing Demise) (can also gamble pants for Pox Faulds and cube both) - Mojo gives Spirit Barrage (level 17) the phantasm rune and a 50% stacking buff for each Phantasm active to barrage damage plus can also cube Pox Faulds as well for more damage - WD is fourth in power because it gets the related skill later and the buff is smaller overall, but it does make the skill a very good AOE with Phantasm. - WD may be a candidate for holding off gambling until Staff of Chiroptera is able to be gambled. This happens at level 8 from what I hear. Sader - Shields (Johanna and Denial) or Chest (Thorns item) - Denial is a 125% dmg boost to Sweep attack stacking 5 times which is probably the strongest by itself, but Johanna is 250% to first three targets from blessed hammer and is more spammable and you can gamble bracers for Gabriel Vambraces allowing hammers to restore resource DH - Belts (Hellcat Waistguard) - Boosts grenades by making them bounce more gaining 50% damage each bounce and then 800% on the last bounce. Wiz - Pants (Pox Faulds) - Only easily level 1 gambled item that gives a boost Every class can gamble the Pox Faulds pretty easy, but every class other than DH and Wiz has something way better for the armor slot in cube. WD is the only one that can take advantage of the Pox and another item at the same time. Unfortunately, the low level quiver and source for DH/Wiz are total crap so they get nada. Keep in mind this is just and early level boost and byh the 40's or 50's most classes would have gotten some decent items available in their drop pools to be able to cube some good effects to boost leveling if you are grouping for rifts. For instance Wizard can start getting Wand Of Woh at 34 and Etched Sigil at 33. You can see what the drop levels for everything is here: https://www.d3planner.com/game/kadala Don't take that as gospel as that is Kadala gambling and isn't accurate fully, most items can be gambled up to 7 levels before they can drop from mobs. Some of those items will gamble even before that (like the Grasps for Necro because they are the first legendary glove for Necro). Use this as a rough guide for party forming. If you have a class or two that can grab one of these items at level 1 you can start and stay at master or so early and for longer hopefully making those earlier levels much faster. Having a necro, barb, monk or WD or two on your team will make things faster if they score these items. That should be pretty common as well as in my testing I was able to gamble each of those recommended items in well under 10 tries, many were on the very first gamble. There is a 10% chance per gamble to get a Legendary and at level 1 the pool is so limited you get what you are looking for.
  6. So I have a little time now, so I should be able to play some this season. I noticed an interesting thing with the Challenge Rifts and seasons while refreshing before S12 starts. Completing the challenge rift gives you a reward once a week that contains 4.6 million gold, 300 blood shards and 15 of each bounty material as well as a decent stack of each crafting mat and some forgotten souls. Needles to say this is amazing for a fresh season and it is confirmed that it works. Apparently the weekly resets on Tuesdays per blizzard maintenance/timer fetish. Season starts on a Thursday this time so just don't do the challenge rift before it. As long as you complete the challenge rift after season has begun you can claim the reward on seasons. So seasons starts, you create your character and then just go do the challenge rift. Lag back in to your level 1 and become 4 million gold richer. Here are some resources for leveling at the start of Season. Guide showing starting sets, journey info and such: http://teambrg.com/diablo-3/d3-seasonal-start-guide/ Guide for methods of leveling from grinding massacre to rifting: http://teambrg.com/diablo-3/d3-leveling-guide-all-classes-progression-general/ Guide for leveling builds for each class and what skills to use each level: http://teambrg.com/?s=d3+leveling Here are some other useful sites: Season Journey tracker you can enter in what you have done: https://d3resource.com/journey/ Difficulty information: http://d3resource.com/difficulties/ That last one is really useful for deciding if it is worth jumping up difficulty because it shows you the xp gain for higher levels and you can base your decision of that and how much longer kills are taking you.
  7. 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.
  8. 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)
  9. Just got an invite on one of my 4 accounts (not my main one) for the Necro beta!!!
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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?
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