Wednesday, 25 June 2014

General Guide to all Things Demon Hunter



I figured I'll compile a bunch of info in one post. The idea being that less and less "help me with my build" or "what should i reroll" threads are created, and more "XYZ Build" or "Testing XYZ Bow with XYZ skill/armor/affix" sart showing up.

Acronyms
  • CC - Crit Chance
  • CHD - Critical Hit Damage
  • IAS - Increased Attack Speed Vit - Vitality
  • Dex - Dexterity
  • Ele Dmg - Elemental Skill Damage
  • All Res - All Resist
  • Avg Dmg - +xx-yyy Damage

Stat Weights
Stat weights have a slight change depending on crit chance. If you have over ~25% CC, then CHD becomes a higher priority. I didn't have a problem hitting 50%, if you are struggling with crit, rings, ammulets, and gloves from kadala are a great place to make it up.

-25% CC
Dex>CC>CHD>IAS

+25% CC
Dex>CHD>CC>IAS

Survivability comes down to personal preference mostly, but the rule I follow is:

All Res>Vit>Armor>%Life

Now before I jump into gear or builds, I think a lot of players can benefit from seeing which piece of gear should have which stats

Head
  • Ele Dmg
  • IAS or CC
  • Dex
  • %Skill Damage
  • Vit
Crit chance vs IAS on helm favors Crit Chance, but I would leave it to personal preference/what the item rolled.

Shoulders
  • Dex
  • Vit
  • All Res
  • Armor or %Life
Your shoulders will be primarily defensive stats. You want a high vit roll because you sacrifice a lot of toughness for damage. Since there are not many good offensive stats on shoulders, your best bet is to get a solid dex roll and a good amount of toughness

Chest
  • 3 Sockets
  • Dex
  • Vit
  • All Res
Again not many flashy offensive primary rolls to choose from. Chest and Shoulders can roll the same %Skill Damage upgrades, but they are less than desirable. Niche chest pieces like Cindercoat with the Reduced Resource Cost for fire skills are valued very highly with the popular DH build at the moment. I feel the best piece to have here is the Marauders set chest with nice rolls.

Bracers
  • %Ele Dmg
  • Dex
  • CC
  • Vit
Pretty self explanatory, high rolls on as much as possible.

Gloves
  • %Ele Dmg
  • Dex
  • CHD
  • CC
  • IAS
Back to all offensive primary rolls. Pretty straight forward.

Belt
  • Dex
  • IAS
  • %Skill Dmg (Hatred Builder)
  • Vit
Unless you have a Witching Hour with CC and CHD on it, then this is what you should shoot for. Unless you lack toughness then you can sacrifice %Skill Dmg or IAS for All res/%Life/Armor

Pants
  • 2 Sockets
  • Dex
  • Vit
  • All Res
  • Movement Speed
Another toughness sink. You make up for it with 2 sockets to drop more emeralds into.

Boots
  • Dex
  • Move Speed
  • %Skill Damage
  • Vit
  • All Res
Has the same %Skill Damage available as helm. More movespeed on gear means less paragon points spent into it, if you don't have a high paragon level. Max move speed from paragon = 120 Dex so that's the trade off. I personally always want 25% movespeed on my DH

Amulets/Rings
  • Dex
  • CC
  • CHD
  • Avg Dmg
Dex, CC, CHD is known as the trifecta and can roll on all rings and amulets. Getting all 3 and having Avg Dmg as well, or an amulet with %Ele Dmg is very lucky and highly valued. There are exceptions with the ring Stone of Jordan which is a "must have" at the moment with +Ele Dmg and +Dmg to elites. But this is what you should shoot for until you're lucky enough for one to drop

Weapon
  • Socket
  • Dex
  • %Dmg
Highest DPS number possible. With the change to the %Dmg modifier also affecting elemental damage rolled on weapons that should be coming in a patch soon makes it that black damage is no longer more valuable. Black damage being the same as Avg Dmg on a ring/amulet but just on the weapon. Most important thing when a weapon drops for you is it has 2 out of the three of these things, and you reroll an extra primary into the one you're missing. If it's not possible, then it's not a solid upgrade

Quiver
  • Dex
  • IAS
  • CC
  • %Skill Dmg
Quivers are really strong stat sinks. There are a couple uniques that have amazing passive skills. Like Ememei's Duffel that makes Bolas explode instantly, or The Ninth Cirri Satchel which ups Hungering Arrows chance to pierce. Quivers can roll every skill for %Skill Dmg so it can get expensive

Now I'll give you some links to popular builds that go a lot more in depth with each of these. Like Best in Slot lists, or weapons that synergize with the build very well.

Builds


Most popular build so far, and my personal Favorite. This thread is amazing and answers everything you'll need to know


If I've left anything out, or if I've gotten something wrong I'll be happy to change it. My ideal gear situation is a trifecta Ring of Royal Grandeur, Shoulders and Bracers of Aughild's Set, and Chest, Pants, and Boots of Maruader's set. Keeping my Stone of Jordan and Leorics Signet, and bribing kadala for a Witching Hour. Also waiting for a Natalya's Slayer to grace me with it's presence.

Tuesday, 24 June 2014

Crusader Gearing Guide



Crusader Gearing Guide

So lately I've been seeing a lot of people asking for general help. In particular, people asking things like “Any suggestions?” and a link to their profile, or “What should I reroll?” More often than not, it's a very easy decision (for me anyway, but I've played this game a lot).


I rolled a crusader as soon as RoS was released, and as of the writing of this guide, I've put in over 173 hours on my holy warrior. I've geared him enough to solo run T4 comfortably. In general, my intention with this guide is to share my observations on how to ideally gear your crusader. I think I've played enough to get a gist of the general consensus. Specifically, I'll be going over what stats to look for on gear, occasionally offering suggestions for legendaries.


This guide is aimed more toward the new crusader as a set of general guidelines, but hopefully more experienced ones can learn something from it too or offer some suggestions and insights.


Stats to look for on gear:
Strength – No brainer. Our main stat. Boosts damage and armor. Necessary in every slot.


Crit and Crit Hit Damage (CHD) – Hit harder more frequently. Easy choice here. Necessary on jewelry and gloves.


+Elemental Damage – Even if you're only wearing yellows, you can get 20-40% additional damage to an elemental skill. Pick one and stack it. Crusaders are somewhat limited on choices for elemental skill runes, but holy is the most versatile, and fire can stack an ungodly +140%. Lightning is viable for Fist of the Heavens builds. Physical is pretty weak, but at least it buffs Phalanxand Bombardment. Seeing as we have only one cold skill (Blessed Hammer – Icebound Hammer), I see no good reason to have any. Hopefully Blizzard does something about this next patch (2.0.5). Rolls on amulets and bracers, and various legendaries.


Cooldown Reduction (CDR) – If you haven't noticed, crusaders are very cooldown heavy. Apart from Primary and Secondary skills, nearly every crusader ability and rune is on a cooldown. Take this over attack speed (AS). Most crusader skills do not scale with attack speed (most notable exception is for Endless Shield builds). Rolls on shoulders, gloves, jewelry, and shields. Can roll on weapons, but there are better affixes IMO.


Sockets – One on your weapon (130% CHD), three in your chest (840 str), two in your pants (560 str), one in your helm if you can fit it in (12.5% CDR). Benefits from your Finery passive. There are better affixes to be had for jewelry and shield, so I skip it on those.


+Skill Damage – Hard to fit into a slot in most cases. Helm and boots can roll Secondary (spender) skills and Phalanx, belt and pants can roll Primary (generator) skills, shoulders and chest can roll Conviction (big cooldown) skills.


+Damage to Elites – Outside of legendaries, can only roll on weapon and shield, where I don't think you'll really have room for it. Get it and stack it. Stone of Jordan and set bonuses from Blackthorne's and Aughild's


Vitality – Need it to live, duh.


All Resist – Survivability! Get it on your defensive pieces. Crusaders hit diminishing returns on armor way faster and get plenty of armor from strength and shields.


+Life % - Gets more useful the more vit you have. More often than not, if faced with the choice bwetween vitality and life%, vitality wins out. Worth getting on a slot or two. At 400k health, +10% life is 500 vitality.


“What about Life on Hit and Life Regeneration?” - If you're low in paragon levels, it's worth looking into getting some on your gear if you feel like you need some sustain. The way I see it, if I'm having too much trouble staying alive with the above stats alone, I probably don't belong in that difficulty.


A note on Area Damage. I just don't feel there's room for it. Crusaders really don't have an issue with AOE damage, so I feel the area damage gained from paragon points is enough.

That said, this is how I spend my paragon points:


Move Speed → Strength
CDR → whatever you need (try to maintain 10 CHD to 1 Crit on your sheet)
Life Regeneration → Resist All
Area Damage → Life on Hit/Resource Cost Reduction


The Hunt for the Perfect Affixes
Below is a listing of (my idea of) ideal affixes in each particular slot. Where appropriate, a legendary is suggested if cerain affixes don't normally roll in that slot.


Weapon
  • Holy Damage/Non-elemental Damage
  • Strength
  • Socket
  • CDR/AS/%Damage
I think a holy damage roll here is ideal due to the Holy Cause passive, but %damage currently doesn't work with an elemental damage roll. If Blizzard ever gets around to fixing this, I'd always roll with it over CDR and AS. Notable weapons includeGyrfalcon's Foote, Blade of Prophecy, Darklight, Fate of the Fell, Jace's Hammer of Vigilance, Baleful Remnant, and The Mortal Drama.


Shield
  • Strength
  • Crit
  • Vitality/Resists/Elite reduction/Block chance
  • CDR/Elite damage/Skill
Super flexible slot. Strength and crit are mandatory here. Go for a high block rate also, which buffs your Divine Fortress passive. Last two affixes are tricky. More like than not, you'll just have to build around whatever rolls you get on whatever legendary you're rolling with. Since they can roll with so many different affixes, they can be a bitch to reroll. You've been warned. A few notables include Jekangbord, Hellskull, Eberli Charo, and Defender of Westmarch


Gloves/Rings/Amulet

  • Strength
  • Crit
  • CHD
  • CDR on rings
  • +Elemental on amulet
These are your offensive slots. Trifecta of Crit/CHD/CDR is best here. If you find a really good yellow item for this slot, you may be hard-pressed to find a legendary to replace it. For rings, Stone of Jordan rolls +elemental (up to 20%) and +elite damage (up to 30%). Most people also roll with the Ring of Royal Grandeur (from Act 1 bounties) to hoard up set bonuses. An argument can be made for AS using the Endless Shield combo, but I think CDR is more future-proof (Jekangbord/Gyrfalcon nerf or buffs elsewhere). If you're fire, Magefist gloves roll with fire damage, and Phalanx – Bowmen benefit from Tasker and Theo


Bracers
  • +Elemental
  • Strength
  • Crit
  • Vitality/Resists
Bracers are a mostly offensive slot. Several legendary bracers come with neat and fun unique affixes. Reapers Wraps are a must for many Wrath-starved crusaders to the point where they're pretty much mandatory, but Warzechian Armguards help alleviate the gimped movement that comes with Heavenly Strength. Other notables include Nemesis Bracers, which spawn an elite pack when activating shrines and pylons (keep one in your inventory for those occasions), and Trag'Oul Coils, which reduces your cooldowns by 45-60 seconds when you activate a healing well.


Helm
  • Strength
  • Crit Chance
  • Vitality
  • Socket/Resists/Skill
Hybrid slot. Second to shields, this slot is probably the most flexible slot you have. Strength and Crit are absolutely necessary, while the last two slots can be used to bolster either offense (skill/diamond), defense (vit/resist/amethyst), or a mix. Andariel's Visage rolls +elemental and AS here, and Helm of Rule rolls block%.


Shoulders/Chest/Belt/Pants
  • Strength
  • Vitality
  • Resists
  • Sockets on chest and pants
  • CDR/Skill/Life% on shoulders
Mostly defensive. Sockets a must on chest and pants. Shoulders can be flexible on the fourth affix based on your needs at the time. Cindercoat rolls fire damage and is a must if playing as fire.

Belt
  • Strength
  • Vitality
  • Resists
  • Life%/Skill

Mostly defensive, but belts have some fun options. The Witching Hour can roll AS and CHD, Hellcat Waistguard can roll AS and +elite damage, and Harrington Waistguard has a neat unique affix that buffs your damage when you open a “chest,” which is pretty much anything you can open up. Corpses, weapon racks, loose stones, etc. Otherwise, get life%, as the skills (generators) that benefit from belts don't really add too much to our damage.

Boots
  • Strength
  • Vitality
  • Resists
  • Skill/Move Speed
Mostly defensive here. If you can't cap it out with paragon points, you'll probably want move speed here. Otherwise, boost a skill. I always roll off move speed on boots (and all slots for that matter) because paragon points can cap it out while giving up very little. Notable options include Illusory Boots (from Act 2 bounties) for the ability to “ghost” and Ice Climbers for immunity to freeze.Firewalkers are awesome with the aforementioned Warzechian Armguards for a low-maintenance speed boost (or what I like to call Kenyan Mode).

Set Bonuses and Endless Shields

Our set, Armor of Akkahn is super solid. With ~55% CDR, you can have 100% uptime on Akarat's Champion. Looks super fun. Before that though, we have crafting sets, which is arguably stronger than Akkahn's, especially if you have the Ring of Royal Grandeur. Aughild's and Crimson's are solid for almost everyone. I'd recommend crafting these sets as soon as possible.Blackthorne's is not crafted, but fairly common. The chest can roll a good combo, and the pants are the closest to having good stats. Cain's, Born's and Guardian's can fill out whatever slots remain. The Invoker set is out there for those who are building around thorns.

Regarding the Endless Shield (Gyrfalcon/Jekangbord) combo, this is where AS shines the most for crusaders. Dropping CDR, you'd have trifecta Crit/CHD/AS gloves and rings, the AS on the belts mentioned above, and you can keep the AS roll onAndariel's. Personally, I like keeping CDR on my gear so I can push buttons more often, but maybe I don't know what I'm missing :)

The Crusade marches on!

So there it is. Just a quick guide on what the new crusader should be looking for in his gear. Again, this is just a quick and dirty that can hopefully answer a lot of questions for people here. Feedback is welcome!

Finally, my profile. Yes I named him Uther. No, I have no regrets. My friends and I all rolled Crusaders and names them after WoW Paladins to piss one of our friends off. Totes worth.

Useful Links

Monday, 23 June 2014

Generalized Barbarian



It it appears many Barbarians aren't really sure what to do! It gets filled with questions about what build to run, how to upgrade gear, and etc. I hope to answer a few of those here (so I can link people to them, later on) and help these newer guys get a hang of things. Really general stuff here, don't expect anything fantastic, and if you are anything but a beginner, you may not find much use out of this. If you have anything to add, let me know in the comments!

Barbarians really don't need toughness as much as we used to, so if you're still stacking those Vitality gems and All Resists, you may not need them as much as you think.

Gem Priority:

Helmet Use whichever you prefer!
  • Diamond for Cooldown reduction.
  • Ruby for Experience.
  • Topaz for Magic Find.
  • Amethyst for Health.

Armor Ruby or Diamond for most uses. Amethyst if you have low health.

  • Ruby for Strength
  • Amethyst for Health
  • Diamond for All Resist

Weapon Always use Emerald!
  • Emerald for Critical Damage

Builds

There are a couple builds that are viable right now, each one having a different use. Here are some main ones, to get you started.

Useful for less geared players while still enabling them to clear higher Torment levels. Based around getting as much Maximum Rage as possible, then using it all up in one huge Ancient Spear (Boulder Toss) hit!

Everyone has their own Whirlwind build, but as long as you're using Whirlwind (Wind Shear) you should not have any problems with Fury generation, especially with Unforgiving.

This build has a ton of variations as well, use whichever one you see fit. This is essentially maximizing your Single Target Damage.

Based on staying max range and attacking from afar.

Gear

It's really hard to recommend exactly what to go for with the removal of the Auction House and how Legendary/Set items are now Bind to Account, but here is some generalized information:

Strength > Vitality > Critical Damage > Critical Chance > Attack Speed

Along with this, +Skill Damage stats are really strong as well. This, including bonuses to Elemental Damage can cause a significant amount of extra damage, regardless of what the tool tips say!

Area Damage

If you are unsure of what Area Damage is, let me give you a short run down.

Every attack has a 20% chance to deal damage equal do your AreaDamage% to all nearby enemies. For example, if you have 30% Area Damage, you have a 20% chance to deal 30% of that hit to all nearby enemies! This stacks with Rend and Battle Rage (Bloodshed) to cause a huge amount of Area Damage to everything! Works great for Whirlwind builds as well!

Paragon Points

Core
  • Strength - Our best stat here, for the most part.
  • Movement Speed - Grab this if you are not maxed out at 25%.
  • Maximum Fury - Grab this one if you are running a Boulder Toss build.

Offense
  • Critical hit Damage - Pretty much our best stat here, try out the others if you'd like, however.

Defense
  • Life - Always an option!
  • Resist All - Really strong stat here.
  • Life Regeneration - Have not done any decent amount of testing, but this could potentially be strong if you already have a ton of All Resist.

Utility
  • Area Damage - Definitely the best thing for your points!
  • Resource Cost Reduction - For some builds, this helps tremendously to give you continuous use of your Fury Spender. I'm still biased towards Area Damage, however.
  • Life On Hit - For higher Torment levels, this could be good, but I feel the damage increase from Area Damage is way too strong to give up.
  • Gold Find - Essentially useless if you play on high Torment Levels, as your Gold Find maxes out at 300%.

That's my little Barbarian Generalization, hope it helped you. If I didn't leave a comment and let me know your thoughts!

Can the idea of increasing the drop rate of Arcane Dust be entertained?



I would venture to say that bracers are one of the more popular crafted items. With the 120 Arcane Dust cost, I am finding it to be my crafting choke point currently. Especially since it's used for just about everything else as well. I'm not necessarily complaining about the cost, I just think the combined drop rates of Arcane Dust and blues are a little too low in comparison. Instead of grinding for leg mats I now find myself grinding for blues. I honestly get more excited when a blue drops than a yellow.

Some of my ideas are:

  • Allow Arcane Dust to have the chance to drop in stacks of 5 or 10 or whatever.
  • Increase the amount you get from salvaging a blue item.
  • Allow me to salvage items purchased from venders (not ideal, but I'd take it at this point).
  • Allow me to trade in other crafting mats (crystals) for Arcane Dust.

Any other ideas from anyone?

Wednesday, 11 June 2014

Lessons to be learned from the designs of effective item sets and why the monk sets should be viewed as outliers

Prior to 2.0.6, I think it was fair to say that every class other than monks had at least one class-specific set that served as the basis for effective T6-capable builds. Barbarians had the Might of the Earth set, crusaders had the Armor of Akkhan set, demon hunters had the Embodiment of the Marauder set, witch doctor's had the Raiment of the Jade Harvester set, and wizards had the Vyr's Amazing Arcana set.

If look at all of these sets together, it is not readily apparent that there exists any kind of pattern among them, or any overarching design philosophy that led to them providing the set bonuses that they provide -- bonuses which I would consider to be successful. But if you look to the two unsuccessful monk sets (Monkey King's Garb and Raiment of a Thousand Storms) and then look back at these other successful class sets, you realize that there is something that the successful sets do not have, and that is a set bonus that directly provides a damaging effect. I did not truly appreciate this at first, but the Monkey King and Thousand Storm sets are the only class sets that actually add damaging effects of their own rather than alter the behavior of other skills to achieve increased damage output.

Why does this matter?

Because the damage effects on the Monkey King and Thousand Storm sets do not scale with +% elemental damage!

The fundamental principle that currently underlies every single effective build in the game right now is elemental synergy. None of the successful class sets disrupt or otherwise impede this synergy because they all alter the behavior of skills in such a way that those skills still benefit from the appropriate +% elemental damage modifiers in the same manner that they did before the set bonuses were in effect. This is not the case for the monk sets.

Even now, in their enhanced 2.0.6 forms, the Monkey King and Thousand Storm sets do not interact with their respective elemental synergies in any way, and it is this lack of interaction that will continue to cripple their effectiveness.

Patch 2.06 【Monk Raimend Set 】DS only T6 Solo Demonstration



Just a quick video showing a pure Dashing Strike Build to proc the 6 set Raimend (Lightening Set), certainly a very different playstyle, 5m30s Rift Clear.

 

Tuesday, 10 June 2014

Official 2.0.6 patchnotes is out




In text for those of you at work:
General:
  • Increased the drop rate of all class-specific set items.
Class-Specific set items:
  • Monk:
  • Philosophy:
  • Legendary items are just as important to class power as class skills. We recognize that the Monk class sets went out underpowered, and are substantially increasing their damage to be closer in comparison with the sets of other classes. Additionally, the Raiment of a Thousand Storms 6-piece bonus has been redesigned slightly to allow the damage to be higher, more controlled, and more deliberate.
Monkey King's Garb
  • (4) Set Bonus:
  • Explosion weapon damage increased from 100% to 1600%
  • Lowered explosion delay from 1 to .5 seconds
  • Bug Fix: Fixed an issue that caused the Spirit spent counter to reset when an item was picked up
Raiment of a Thousand Storms
  • (6) Set Bonus:
  • Will now be triggered only by Dashing Strike
  • Weapon damage increased from 100% to 3000%
  • Damage dealt can now be a critical hit
  • Removed the target cap (the visual effect will still be capped at 6 targets)
Bug Fixes:
  • Fixed an issue introduced in Patch 2.0.5 that prevented the +% Haunt Damage, +% Locust Swarm Damage, and +% Rend Damage item affixes from being applied
Crafting: * Legendary crafting recipes have received several changes:
  • Legendary crafted items are meant to be both a stepping stone into end game items and a good place to spend crafting materials at the end game. While we like the fantasy of having the unique crafting materials, obtaining them was either keeping too many people from being able to complete the recipes in a timely manner or encouraging game flipping and similar less than ideal patterns of play in order to acquire them. As such, we are removing the requirements for unique items when crafting legendaries.
  • Unique crafting materials are no longer required.
  • Legendary crafting materials will no longer drop.
  • Existing Legendary crafting materials will now be grey and have had their sell prices increased
  • Level 70 crafted sets and Legendary items with unique properties now require additional death's breath
  • Level 70 crafted Legendary items without unique properties have had their death's breath costs removed
  • Death's breath is no longer required for most artisan training costs
  • The Mystic no longer requires death's breath to train
  • The Blacksmith and the Jeweler now only require 1 each to learn the first rank of level 11
User interface:
  • +% skills damage bonus will now display on the details page
  • +% elemental damage will now display on the details page
  • Paragon bonuses will now be reflected in Character Profile Damage, toughness, and healing values
  • Community chat will now be joined by default and the settings for which channels you have joined or left will be saved

Monday, 9 June 2014

Idea - Make Legendary Items Unrecognizable Before Identifying

I'm probably in the minority here, but I would love for legs to be unrecognizable. I feel like being able to identify the piece just by sight takes away a little something for me. It's kind of like ruining Christmas morning by knowing what I'm already getting, or finding out your wife is throwing you a surprise birthday party two weeks before the damn party.


Infinite spectral HellHound

Here's how you get Infinite Spectral Hellhounds in Diablo III

Requires : Diablo III Reaper of Souls Digital Deluxe Version
 

Saturday, 7 June 2014

Blizzard is fighting an uphill battle against the "Drop Rate Conspiracy" Crowd; Roll20 has been dealing with similar RNG conspiracies over their online dice roller despite proving it to be more random than physical dice



Roll20 Blog - Introducing QuantumRoll

Roll20 is an online tabletop RPG tool for playing games like Dungeons & Dragons. They had proven through several trillions of pseudo-experiments that their existing dice roll random number generator was even more random than physical dice, which have tiny microscopic imperfections that make them less random.

Even with tons of hardcore evidence, people didn't buy it and continued to accuse the tool of being nonrandom. In the blog post linked above, the Roll20 team went to a ridiculous length by deploying QuantumRoll, a system that derives its RNG seed from fluctuations in the power of a split beam of light. Yes, a physical RNG source.

People are still complaining that it's not fair.

tl;dr: Even if Blizzard ties the Legendary drop rate to the random decay of a Caesium atom and shares a live video feed of their RNG at work, people will still come up with goofy loot conspiracy theories. Defend Blizzard when you can on this subject; their only recourse is to squelch and lock posts that go on about loot conspiracies.


Thursday, 5 June 2014

A fast and efficient way of farming any Set or Legendary crafting material.



I realised that alot players might not know exactly how easy it is to get yourself a crafted set.. and I mean a good one. I'm going to make this guide as 'new player' friendly as possible.


Step 1: Join a Mat Farming community. There are heaps, I'm sure there's one for your server, however I'm using my own (US) as an example. The most popular US channel is 'Mat Farming'.

Step 2: Go over and check out the Diablofan's guide on Mat drop locations. Today we're going to use Aughlid's Mat farming as an example. You're looking for a 'Shard of Ensteig Plate'. As you can see, using the guide there are many bounties available that spawn this mob, because of which I think that Aughlid's is the easiest and most farmed mat in the game.

Acquired from: Act I, Defiled Crypt, The Matriarch's Bones Event, Lord Dunhyld (Event spawn Enraged Phantom), Bounty: The Matriarch's Bones
Act I, The Festering Woods, Feklar's Ghost (Rare spawn Enraged Phantom), Bounty: Kill Feklar's Ghost
Act I, The Festering Woods, Hawthorne Gable (Rare spawn Enraged Phantom), Bounty: Kill Hawthorne Gable
Act II, Unknown Dephts, The Archivist (Event spawn Enraged Phantom), Bounty: Kill The Archivist
Act II, Tomb of Khan Dakab, Spirit of Khan Dakab (Event spawn Enraged Phantom), Bounty: Lost Treasure of Khan Dakab
Act II, Realm of Shadow, The Tomekeeper (Rare spawn Enraged Phantom), Bounty: Kill the Tomekeeper
Where to farm: Act I, The Festering Woods
Source: Diablofans
As you can see there are 3 for act 1 and 2 for act 2. 

Step 3: Open up Diablo 3 and set your game to Torment 6. We are using t6 because the drop rate will be 77%. (It's recommended that if you're a fresh level 70 that you may want to start out at a lower difficulty, check the top of the Diablofans guide for drop rates regarding different difficulties)

Start the game and hit the 'm' key and then right click to zoom out, hover your cursor over the exclamation marks about Act 1 and 2 and scan for the desired bounties. If there are none, leave game and start a new one until there are.

If you've found one, check to see if there are more before making your way as close as possible to the mat dropping mob. We do this because unless you're Paragon 300 or above, we're going to ask to be carried, which most higher levels don't bat an eyelid to because they're receiving rare crafting mats in exchange and it speeds up the process in general.


Step 4: Say you've found the Matriarch's Bones quest and have made it all the way to the ghost who starts the quest, we then post to our 'Mat Farming' community something along the lines of "t6 aughlids, need carry" and we have a game full of higher level players in seconds, they'll most likely just roll through, fuck everything up and if you're 77% lucky your mat will drop.

Remember always to thank them for the carry.

Step 5: Repeat. You're going to need multiple mats to craft good items, the more chances at crafting an item you have, the more likely it is that one of them will be good.

Hope this helps you, happy farming.

Legendary Potion Bug/Exploit



Hi Guys,

This bug allows, you to have the legendary potion equiped (so you can use it) but not have it in your inventory.

It's pretty self explanatory:


Wednesday, 4 June 2014

Anyone hugely disappointed by the fact that there is no CGI ending cinematic for RoS?



I was hoping for an epic CGI cinematic for the ending... instead, we get a hand-drawn cinematic for the ending - it was so anticlimactic.

We had CGI ending with D2:LOD, I thought we will have an cgi ending with RoS. Well... I don't know about you but I am very disappointed with that.

I told my friends, even if RoS is as bad as the D3v we would at least still have some epic cinematic... However i was wrong... there is only one cgi cinematic packed with RoS, we only had the one that was released as a promo...



Here is the D2 LoD Ending

 

Tuesday, 3 June 2014

Legendaries you should not salavage



I've salvaged countless legendaries without knowing their true potential and then kicked myself for it after. Because of this, I wanted to create a list of items that you should not salvage. I have very limited knowledge and so as more items for various classes are brought up in the comments, I'll add to the list. Please list items that essentialy will help players jump up a torment or sets that are a part of a t6 build. (Also Reddit won't let me skip lines for some reason)

All:
  • Ring of Royal Grandeur (Ring)
  • Thunderfury (Weapon)
  • Stone of Jordan (Ring)
  • Illusory Boots (Boots)
  • Unity (Ring)
  • Cindercoat (Chest)
  • Magefist (Gloves)
  • Harrington Waistguard (Belt)
  • Smoking Thurible (Follower Item)
  • Skeleton Key (Follower Item)
  • Enchanting Favor (Follower Item)
  • Nemesis Bracers (Bracers)
  • Rimeheart
  • Frostburn
  • Furnace (2h Mace)
  • shard of hate
  • Trag-Ouls Coils (bracer) - for cooldown resetting (inventory swap)
  • Ice Climbers (boots) - if you can afford nonset boots in your build, these are amazing
  • The Witching Hour - bis belt for most classes
  • Andariel's Visage (helm) - can roll up to 20% of any elemental damage type
  • Goldwrap
  • Elemental Immunity Necks (Amulet)
  • gloves of worship
  • Tasker and Theo (Gloves)

WD:
  • Mask of Jeram (helm/mask)
  • The Tall Man's Finger (Ring)
  • Starmetal Kukri (Ceremonial Knife)
  • Thing of the Deep (Mojo)
  • Quetzalcoatl (helm/mask)
  • Jade Set (Item set)
  • The Sunkeeper (1hand mace) - best in slot for jade build
  • Uhkapian Serpent (mojo) - best in slot for jade
  • Hwoj Wrap (belt) - good belt for jade, especially for soloing
  • The Furnace (2hand mace) - beastly for killing rift bosses as Jade.
  • Hexing Pants of mr. yan (pants) - good pants (arguably best in slot) for pet build
  • Gift of Silaria (1hand sword) - 5 property weapon; BiS for pets if godly rolls
  • Swamp Land Waders (pants) - best in slot for poison builds
  • Shukrani’s Triumph (mojo) - inventory swap item for running great distances
  • Rhen'ho Flayer

Crusader:
  • Gyrfalcon's Foote (Flail)
  • Jekangbord (Crusader Shield)
  • Fate of the Fell (Flail)
  • Akhan Set (Item set)
  • Darklight (1H flail)
  • Hellskull (Shield)
  • Swiftmount (1H flail)

Wizard:
  • Mirrorball (+2 rolls only)
  • Wand of Woh
  • Serpent Sparker
  • Vyr Set
  • Tal Rasha Set
  • Moonlight ward
  • Velvet Camaral

Demonhunter:
  • danetta's set (2x 1 hand crossbows)
  • Calamity (1 hand crossbow)
  • Kridershot (bow)
  • Marauder's Set
  • Bombardier's Rucksack
  • Ninth Cirri Satchel
  • Emimei's Duffel
  • Chanon bolter

Monk:
  • Gyana Na Kashu (spirit stone)
  • Kekegi's Unbreakable Spirit (spirit stone)
  • Thundergod's Vigor
  • The Fist of Az'Turrasq
  • Inna's Set
  • The Eye of the Storm

Barbarian:
  • Lut Socks (Boots)
  • weight of the earth set
  • pride of Cassius
  • IK Set

8-10B exp/hour + tons of legendaries!

Malthael campaign T6 is currently bugged and gives 243 million exp! Will be fixed REALLY soon! This can give a brutal amount of exp per hours!

Step 1. Put it on T6 & Go to malthael in campaign (ONLY WORKS T6 CAMPAIGN)
Step 2. Kill him.
Step 3. Watch the exp (quest reward will be bugged) and you will recieve 243 million exp if you've got the exp bonus.

The Furnace is almost a must for this since it basically oneshots the boss.

 

Monday, 2 June 2014

Free Zombie Dogs. (Witch Doctor.)




1. Have the Ability Big Bad Voodoo with the rune Boogie Man
2. Kill mobs under Big Bad Voodoo to summon dogs.
3. After the CD on Big Bad Voodoo, you can switch the rune and you will keep the dogs!

Here's a video on how to do it.