Diablo - Go Blizzard you still have time to remove the new cathedral from GR map pool before season begins.


Go Blizzard you still have time to remove the new cathedral from GR map pool before season begins.

Posted: 13 Jul 2017 12:39 PM PDT

Nobody enjoys playing in a map where every (narrow) room leads to 4 dead ends.

submitted by /u/Bromede
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[BUG] Skeleton King is certainly enjoying the new Necro

Posted: 13 Jul 2017 06:22 PM PDT

http://imgur.com/tgUFCX1

The Necro leech passive is working a bit too well...

SK and likely other mobs that are capable of friendly fire now have a healing affix! This actually makes SK quite difficult to kill when pushing

submitted by /u/masheeeen
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[BUG] Necromancer Skeletal Mages/Minions + Command Skeleton bug

Posted: 13 Jul 2017 01:29 PM PDT

So, the more and more I run speed Mage builds, the more I notice my mages aren't actually attacking targets. At first, I thought this was a bug that has to do with Crowd Control spell so I removed all my CC abilities from me and my follower and nothing really changed. So I thought I was crazy and just kept on going.

Then i started to realize your Skeletal Mages actively dodge targets you cast command skeleton at. I thought I was crazy and I didn't believe that blizzard would overlook something that ridiculous

So I tested it out and recorded some footage. Click here for the footage

I used Skeletal Archers to make it more visible to everyone, but even with other runes its incredibly visible. Your skeletal Mages will actively switch targets whenever you cast command skeleton. Watch as I mouse over the target and cast command, my skeletal mages go "nope" and switches targets IMMEDIATELY.

Skeletal Mages are probably the largest chunk of damage for Rathma Mancers (or hell, any set pet build) and this is such a huge oversight and ridiculous bug that happens wayyy too often.

What kind of skill prevents a pet from attacking the target?

edit

I had to unequip the Jesseth set because I was killing things wayy too quick even at torment 1 with full strength gear. But the bug persists even with the Jesseth gear

submitted by /u/MrHoon
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What Makes a Good Rift: A Beginners Guide to Fishing

Posted: 13 Jul 2017 05:43 PM PDT

If you have been around this sub for awhile you will have read people talking about how important 'fishing' is to clear higher rifts, so this is a small attempt to explain a few parts to fishing (fishing is trying to find a good rift, skipping bad rifts till you find a playable one).

The Overview:

  • Only play a rift if it is a good one, RIP bad ones;
  • Its okay to run through a rift level in the hopes of a better next level;
  • Look for a good map, something open and large;
  • Look for a good mob type, high progression and easy to kill;
  • Only some bosses may work for your build/party composition;

RIPing Bad Rifts

If a rift is bad you will lose time and energy trying to fight it, time better spent elsewhere. So when you go to push have a lot of GR keys saved up, then use them to find a good rift. If you are a casual player who wants to push as high as they reasonably can expect to spend 20-40 keys to find a good rift. NB. those who push for the highest ranks will spend hundreds of keys, sometimes over 1000, to find the perfect rift.

Skip Bad Levels

If the first level is a bad map and poor mobs rip right away. If it is one of good map or mobs you can fight it, depending on how hard you are fishing. The higher you go compared to your gear the better the combo you need, to the point where only a gg map and gg mob is worth fighting. If the level looks like a smaller one (eg. hellrift or spider caverns) then you can run through to check next level, as loosing a minute running is easily made up by a great 2nd level. If you are deep into a rift you can use the same strat to skip bad levels, its better to run through them and have more time on a good level than fight a bad one. If you are too far behind and get a bad level just rip and try again.

A Good Map

A good map is a tile that is open, allowing for a lot of mobs that can freely move around. It won't have many choke points (spots where mobs get stuck and its hard to move them from), and there will be pylon spawn points pylon spawn mechanics.

The gg maps are:

  • Festering woods [Act 1 tile] - open, large, lots of mobs and pylon spawn points. You can get 70-95% progression on the best festering woods maps. Beware, there are some nasty choke points to watch for;
  • Battlefields of Eternity [Act 5 tile] - open, large, lots of mobs and pylon spawn points. Up to 70%ish progression on the good variants;
  • Silver Spire [Act 4 tile] - open, large, lots of mobs. Be warned, there are some variants that are very small, and others that are large with few pylon spawn points (so save them).

Very Good Maps:

  • Shifting Sands [Act 2 tile]: Open, decently big, lots of mobs, a few pylon spawn points. The amount of progression you can get varies greatly though, up to 60%ish;
  • Plague Tunnels [Act 5 tile]: IF you get one with big interconnecting rooms. Big, lots of mobs, very few pylon spawn points (unless an amazing variant). Huge variation with this tile, probably up to 70% progression if gg;
  • Arreat Crater [Act 3 tile]: Large, lots of mobs, a big variantion between bad ones and good ones though. Just focus on going to the good spots and only drag between packs if you feel confident.

Good Mob Type

A good mob type will be one that has a high progression for the amount of time it takes to kill. So it will usually involve melee mobs that will group together, and be worth quite a bit. Some builds will not be able to fight certain mob types due to play-style and vulnerability, some mobs types are more gg for certain builds, so try to learn build specific aspects to what you are running. http://www.warpath.eu/ will tell you what each mob and mob type is worth, below are some of the highlights - some of the gg mob types to get excited about (Hopefully I link to the right ones):

  • Transformers - let the dark vessels convert into thralls (don't stun them), and you will have a high progression mob type that stacks nicely;
  • Helion, cultists, beserkers - Once the dark helions start spawning this mob type is huge progression, easy to kill and stacks tight;
  • Swarms: prepare for lag. The swarms will stack super tight, so amazing for area damage and worth a decent amount. They are easy to kill so you can fight them in smaller groups if you can't get big groups;
  • Fatties Great for wizards due to the corpse worms adding stacks from the fatty explosions. Watch for the poison on the ground;
  • Armoured Destroyers: Stacks in tight, so great for area damage, with great progression;
  • Warping Horrors: High health trash with large progression, a good mob type for helping to kill elites.

Bosses

Sometimes you will clear a good rift, get to the boss with time, and if its the wrong one the run is dead or just got super hard. If it is a bad boss you will need more time, generally fight it out of there is even a small chance. Which boss is good entirely depends on your build or team composition, so I won't address specific bosses. But these are the things to look for:

  • Do you need a boss with adds or without adds? Some bosses spawn extra minions which are really bad in some instances, or really good in others;
  • Does the boss do dangerous attacks for your build. If the boss can one-shot you easily its the wrong boss to look for, hopefully you will have enough time left to absorb some deaths;
  • Can you fight a boss that moves, or do they need to stay still;
  • Do you need a pylon? Power always helps, speed can be awesome for stricken stacking and more attacks, even shield can be okay if you just need to stay alive. Look to save a pylon for the boss if you can (pylon's can't spawn after the boss arrives, but they may already have spawn in fog just outside you view);

So that's a start to the fun world of fishing. Let me know if there are any good maps or mobs I missed - or any other introductory concepts. Happy to answer any questions also.

TL;DR Open and close rifts quickly till you get a good map with a good mob type, and hope the 2nd level is just as good.

submitted by /u/thisisamatt
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Share your Necromancer transmog!

Posted: 13 Jul 2017 03:57 PM PDT

I need some inspiration :) Here is mine, but I'm not fully satisfied with that shield ¯_(ツ)_/¯

http://imgur.com/a/IQYBh

submitted by /u/popydo
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Speed GR70 Competition - Show off your fastest Necro builds

Posted: 13 Jul 2017 07:34 AM PDT

I see a bazillion speed farming builds posted every day so figured proposing a competition would help settle the issue pre-S11.

  • Cap main stat to 15000 (including augments / paragon )

  • Cap combined gem levels to 300

  • Record 5x GR70s in a row

  • total time = zone in rift 1 to turn in rift 5

With those constraints in mind, would that be a good basis for a friendly competition?

submitted by /u/Necrohuman
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Diablo 3 Necromancer Solo GR 80 - NO Para, NO Ancients - Rathma Set

Posted: 13 Jul 2017 10:33 AM PDT

What's a good alternative to Mirinae's for the Necro?

Posted: 13 Jul 2017 05:31 PM PDT

I put in a ton of time gearing up the Inarius set, and i'd rather not give up on it yet. My biggest problem with the Mirinae fix is that I take too much damage, and I tend to die faster in higher grifts. I was wondering if theres a good defensive gem I should look into, thanks!

submitted by /u/Troxking
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Recruiting for Season 11 (PC)

Posted: 13 Jul 2017 08:34 PM PDT

Beam Central - US

We're looking for more active players with at least 1K paragons in non-season (pretty easy to have at this point). We're a mature friendly clan with an active discord. Most of our members play an average of 4-7 hours per day and we plan to run multiple groups next season. Just FYI, we do not accept botters in our clan and anyone botting will be kicked. Feel free to add me for an invite/questions. Sanchingon#1297

submitted by /u/sanchingon
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Army of the Dead suggestions

Posted: 13 Jul 2017 10:16 AM PDT

The Army of the Dead is currently being used in the Rathma's set.

But, it isn't being used in many builds because it barely tickles mobs at higher GRs.

My simple suggestion is that, make the Army of the Dead a minion spell. Technically, it's the skeletons doing the damage, so it can be counted as a minion spell. Note that this has been done previously, with the Witch Doctor, in the Arychr's set with the creature skills.

This gives Army of the Dead a 5x multiplier(provided that most Rathma's builds use the Jerrath's set, (Don't forget Enforcer))which I'm not sure how much it might be, but definitely is a buff.

Also, the chest piece with all Skeleton runes, change that to Army of the Dead and add a small duration. Also, remove the Skeletons exploding rune, please.

This might include the said chest piece in some variant of the builds.

It was a really nice change to get the maximum damage at 4 mages instead of 10. And I think these changes would be good as well.

What do you guys think?

submitted by /u/Chandra1997
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are there more expansions coming? i really want the Amazon.

Posted: 13 Jul 2017 04:33 AM PDT

like the title says, since I'm not a Diablo II fan, I'm not so hot about necromancer, but I would really love to play as an Amazon in D3 and I would pay 15$ for an ability to do so

submitted by /u/earthtree1
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Question about Frailty - Scent of Blood

Posted: 13 Jul 2017 09:51 PM PDT

Does frailty "curse" the enemies standing in it for a small duration, making the rune self sufficient, or do I need a secondary curse at the same time to benefit from the bonus damage from the scent of blood rune?

submitted by /u/Jengarian
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Why does DH not have a Van Helsing outfit yet?

Posted: 13 Jul 2017 09:02 PM PDT

It seems so obvious...Van Helsing

I like the hat in this cosplay a bit better Wider Brim

Sadly it would probably look silly in that (dumb) stance they make the DH have when standing. (second only to the WD in need of Sanctuary's best chiropractor)

In fact this outfit could replace the rather long in the tooth Conquerors Armor as a season reward.

submitted by /u/Marius_de_Romanus
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Why can't I run t13? [necromancer]

Posted: 13 Jul 2017 07:18 PM PDT

https://us.battle.net/d3/en/profile/schnipdip-1411/hero/90380423

I don't understand why my build is failing to run it. I tried 2 different build styles and they are just weak. I die with one hit.

submitted by /u/schnipdip
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Inarius Blood/Nova Lancer

Posted: 13 Jul 2017 03:31 PM PDT

Duriel Better Give Me My Money

Posted: 13 Jul 2017 03:26 PM PDT

New four man meta for season 11? + 2.6 Build list for Necro.

Posted: 13 Jul 2017 02:42 PM PDT

Looking at the leaderboards atm its looking like Necro may slip into the meta kicking out the wizard, how do people feel about this? or is it just because Necro is new?

Quick Straw Poll for what people are playing this season.

What Class this Season?

Necro 2.6 Build list

submitted by /u/Robwaudby
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Thorns Crusader looking for help on where to take my character next

Posted: 13 Jul 2017 12:22 PM PDT

Hey guys, I've beat Greater Rift 70, but only just.

Below are images of my current items and skill loadout.

http://imgur.com/a/AQQM7

I feel like I've hit a plateau in terms of how much more powerful I can make my character. No matter how many rifts I run, it feels like no upgrades drop, and I'm just directionless at the moment.

I've been following this guide mainly: http://www.diablofans.com/builds/82244-thorns-of-the-invoker-gr95-in-depth-guide

What itemisation goals should I be trying to achieve, and what is the best method to achieve those goals? Is it as simple as just getting Ancient and eventually Primal Ancient versions of everything? Am I not being optimal with certain stats?

Thanks!

submitted by /u/Augustby
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Searching for a group of 3 people to start putting in 8+ hours a day when Season 11 begins in a meta composition

Posted: 13 Jul 2017 06:01 PM PDT

I would be down to play the support Monk, we need a support Barbarian and one Necro and a Witchdoc. Add me on bnet if you´re interested: Smash#2191

Playing on EU server

submitted by /u/rtaSmash
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One Shot Spear Pestilence TXIII Build

Posted: 12 Jul 2017 11:52 PM PDT

Worldstone Diablo lore question

Posted: 13 Jul 2017 02:08 PM PDT

I was a huge fan of Diablo 2 and when Diablo 3 came out i was super excited. But there was always one question i had since the first trailer.

How can angels and demons come to Sanctuary without the worldstone?

I remember at the end of D2 Turial shattered the Worldstone to prevent anyone from invading Sanctuary.

Did i miss something in the lore of D3? I felt like this was glossed over.

submitted by /u/Atomsk777
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Necro Mage problems

Posted: 13 Jul 2017 11:51 AM PDT

Why do they just stop attacking even if there is still a mob and my skeletons are still attacking? Resummoning them doesn't fix it either. They just ignore the target until I move to the next elite, then they will attack.

It happens way more often than my WD gargs going dumb for a moment.

It's hurting my Trag clear speed pretty badly.

submitted by /u/Spotopolis
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Just got this on my LoN SB WD, any way I can use it in a legit way (solo/groups) for pushing GRs?

Posted: 13 Jul 2017 05:09 AM PDT

http://imgur.com/a/pOjfN

I've seen some people cube that, but I kind of would like to use it just couse its primal...

submitted by /u/x3Smiley
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