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Topics - 420

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91
Diablo III General / Gold Farming
« on: September 14, 2012, 04:58:12 PM »
Since getting all my characters into Inferno difficulty I've been hemorrhaging gold in order to repair the high end equipment that gets damaged from my constant dying. That combined with the huge mistake I made by typing one too many zeros into the auction house has caused my funds to drop from just over 3 million gold to just over 250K gold.

So, I decided to try farming Hell Whimsyshire and here is what I came up with.

First three runs using a tank with negligible magic find (6% magic find, 20% gold find). The second three runs are with my magic finder (210% magic find, 18% gold find). Both got up to 5 Nephalem Valor in every run.

Total gold after each run is after all items are sold and all item repairs are made. While the repairs from wear and tear cost only a few hundred gold, my magic finder died five times costing around 10K in repairs. Also, I kept about 5K worth of rare items instead of selling them.

Quote
Starting gold: 255,527

No Magic Find
Run 1: 287,105 (+31,578)
Run 2: 315,160 (+28,055)
Run 3: 343,834 (+28,674)

Average w/o mf: 88,307 gold/3 runs = 29,436 gold per run

210% Magic Find
Run 1: 375,109 (+31,275)
Run 2: 407,370 (+32,261)
Run 3: 419,772 (+12,402) *Would be closer to 22k if I hadn't died a bunch on this run.

Average w 210% mf: 75,888 gold/3 runs = 25,296 gold per run

Total Profit: 164,245 gold
Each run took about 20 minutes, so it works out to just over 81K gold an hour.

I believe gold and item drops increase with the increased monster difficulty in multiplayer games so we should plan some Hell Whimsyshire runs this weekend for those who are hurting for gold.

-420

92
Random Ranting / Google Star Trek
« on: September 07, 2012, 01:42:17 PM »
It's the 46th anniversary of Star Trek. To celebrate you can go on a short away mission at www.google.com

-420

93
Diablo III General / 1.0.5 Systems Preview
« on: September 05, 2012, 05:30:50 PM »
Time to start looking forward toward the next big patch (1.0.5).

First topic: Crowd Control Changes

I'll have to read it in more detail but there are come interesting bits in the first couple paragraphs:

Quote
Shortly after Diablo III launched, I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right, but something was bothering him. He was annoyed because Ground Stomp -- one of his favorite abilities -- got worse as he progressed to higher difficulty levels, and that his character felt weaker despite having better gear and more stat points.

Quote
Before release, we'd designed the game so that CC skills would have diminished durations at higher difficulties -- for example, most CC skills have their effectiveness reduced by 65% in Hell and Inferno.

-420

EDIT:
Here is the first indication Blizzard has given for what level they expect players to be at for specific areas of the game:
Quote
The following graphs show a few examples of how CC skills become less widely used as players progress from levels 25, 47, and 59 * (the levels you're likely to be at Act III Normal, Act III Nightmare, and Act III Hell):

94
Random Ranting / Clint Eastwood's Random Ranting
« on: September 01, 2012, 11:49:50 AM »
Anyone checking out the RNC may get a kick out of this:


-420

95
ThrobbleServ / The Great Pardon
« on: August 30, 2012, 07:50:01 PM »
In celebration of my birthday everyone in Smith Hold's Carceri prison has been pardoned! (And there was much rejoicing.)

The oldest prisoner was sent there on 6/2/06 (likely six months after the last prison reset since I used to do it on New Years Eve) and the most recent prisoner was on 3/17/12.

A total of 68 prisoners were freed!

Good times,
420

96
Diablo III Builds / Seven Hundred Exploding Palms Style (Monk)
« on: August 24, 2012, 02:02:35 PM »
Zarathustra - Multi-strike Monk (Updated)


Concept
The first Diablo III character I wanted to make was a dual fist weapon fast hitting monk. So I did.

Build: Skills

Profile: Zarathustra


Weapons

Primary: Dual Fist Weapons

Secondary: Fist Weapon/Shield


Strategy
Items focus on high primary and secondary attributes (Dexterity and Vitality respectively) and Arcane resist, which utilizes the passive skill One With Everything to boost all resists.

Defensive skills focus on healing, regenerating life, Dodge, resists, and armor. Offensive skills focus on lots of quick attacks dealing average damage (rather than big critical hits or stacking Area of Effect damage).

Passive Skills: Focus on boosting armor, resists, max spirit, and spirit regeneration and Dodge.

Before Combat: Keep Mantra of Healing Mantra of Evasion active at all times in preparation for battle.

Entering Combat: First use Breath of Heaven (Blazing Wrath rune) to increase your damage by 15% for 45 seconds which also starts the skill's cooldown timer as soon as possible (for when healing is required). Next pick a relatively weak target (non-elite or minion) and plant an Exploding Palm (Impending Doom Essence Burn rune) on it. This should result in an explosion fairly early in the battle which will then spread to other targets.
 
Combat: Attack a few times using Way of the Hundred Fists (Fists of Fury rune) to spread the damage-over-time effect around and build up Spirit.

For large groups of relatively weak monsters, or when surrounded, spam Wave of Light (Empowered Wave rune) while continuing to attack with Way of the Hundred Fists. For smaller groups, elite packs, and bosses, use Seven-Sided Strike (Pandemonium rune) to dish out damage and stun targets. (Note: Monk is invincible when attacking with Seven-Sided Strike.)

Occasionally plant an Exploding Palm on a target that's near death or heal yourself and your allies with Breath of Heaven or provide a short life regeneration boost by recasting Mantra of Healing Dodge boost with Mantra of Evasion when needed.


Preferred Follower
The Templar follower, focusing on high Vitality, block rate/amount, and healing skills, compliments this healing monk build nicely. Since both are melee combatants the Templar also provides a second target for the enemy in close combat.



Changes to the Build
This build has gone through the most changes skill-wise while I've been playing it.

Breath of Heaven -  Originally I used the Circle of Life rune for the extra healing but decided that the damage boost from the Blazing Wrath rune outweighed the extra ~2k life.

Mantra of Healing - I've tried all the runes with this skill and eventually decided that the monk (though not necessarily other party members) benefits the most from the Time of Need rune's resistance.

One with Everything- Originally I was using The Guardian's Path passive skill to get the dodge boost from dual wielding fist weapons. However, at higher levels, I found that I sometimes need to switch out my off-hand weapon for a shield, which renders The Guardian's Path useless. Also, I needed a major defensive boost that dodge just wasn't providing so I went with resists and picked Arcane Resistance since I already had a bunch of Arcane Resistance items with high Dexterity.

Exalted Soul - Before the 1.0.4 patch I used the Chant of Resonance passive skill just for the Spirit regeneration. (Extending the mantra from 7 minutes to 14 minutes isn't useful if you are recasting the mantra in combat for its temporary boost.) So, when the 1.0.4 patch added Spirit regeneration to the Exalted Soul passive skill (which also boosts max Spirit by 100) it was an obvious switch. (Passive skills that provide Spirit regeneration become obsolete when you equip an item with a Spirit regeneration mod.)

The Guardian's Path and Mantra of Evasion (Backlash rune) - With the damage dealt by Inferno monsters reduced in the 1.0.5 patch I decided to switch to a Dodge based build. Went with the Backlash rune to get a little offense out of my defense.

-420

EDIT: (10/26/12) Updated for patches 1.0.4 and 1.0.5

97
Diablo III Builds / Frostillicus - Cold Blooded Wizard
« on: August 16, 2012, 02:34:26 PM »
Frostillicus - Cold Wizard (Updated)


Concept
This is another build based on one of my Diablo II characters, a Blizzard based sorceress named "Frostzillicus"(sic).

The Diablo III version, "Frostillicus", was the fifth character I made in Diablo III but the first of my characters to reach level 60. So, yeah, she's badass, just like her Diablo II counterpart. While Frostillicus's brother, AetherRend, aspires to be a PvP Wizard (more about him later), Frostillicus is more interested in turning demons into pretty ice sculptures and then shattering them.

Build: Skills

Profile: Frostillicus


Weapons

Primary: Wand/Source or Staff (whichever does more damage).

Secondary: Wand/Shield


Strategy
Items and skills focus mainly on offense. Items with high Intelligence and Critical Hit Chance. For some reason she also ended up with a large amount of "Melee Attackers Take Damage" (currently at 847 damage per hit which just happens to go well with the damage from Ice Armor + Jagged Ice rune).

Defense relies almost solely on Vitality (I try to maintain a 2 Intelligence to 1 Vitality ratio) and the resists that naturally come from a high Intelligence.

Passive Skills: I decided not to go with a full "nuke" build (ie no Glass Cannon) and instead focus on boosting all aspects of combat evenly. So the passive skills increase max Arcane Power, Arcane Power /life  regeneration, melee damage reduction, and damage (with this build every target is either "chilled" or "frozen", even Diablo*).

Before Combat: Just cast Ice Armor and you are good to go for four minutes with the Galvanizing Ward passive skill.

Entering Combat: Cast Hydra (Frost Hydra rune), Meteor (Comet rune), and Blizzard (Frozen Solid rune) on the target, in that order. Blizzard will freeze some targets in place, maximizing the Comet rune's "freezing mist" damage.

Combat:  Liberally spray Ray of Frost (Cold Blooded rune) while alternating between Meteor and Blizzard. (Note: The damage from multiple Blizzard's cast in the same location does not stack! So, if you cast Blizzard multiple times try to have minimal overlap with other Blizzards already in effect.). Only one Hydra can be active at a time and it's relatively cheap (15 Arcane Power) so just recast it whenever/wherever it's needed.

When the enemy closes in, cast Frost Nova (Frozen Mist rune) and run to a safe distance then go back to bombarding the target.


Preferred Follower
I went with the Templar follower just to take advantage of his Inspire skill's Arcane Power regeneration boost with the idea that a good offense is the best defense.



Here is the basic idea behind the build:
Quote
Diablo II Skill -> Diablo III Equivalent

Glacial Spike -> Ray of Frost
Blizzard -> Blizzard
Frozen Orb* -> Meteor
Frost Nova* -> Frost Nova
Shiver Armor -> Ice Armor
Cold Mastery -> Cold Blooded

*My Diablo II character didn't actually use these skills but I threw them in because my Diablo III build does use skills that are similar.


*Here is a pic of a chilled Diablo before battle, poor bastard doesn't know he's already dead.




-420


EDIT: (8/24/12) Added "Preferred Follower".

EDIT: (10/26/12) Updated for patches 1.0.4 and 1.0.5

98
Diablo III Builds / Diablo III Builds Discussion
« on: August 11, 2012, 10:31:23 PM »
Post your conceptual or actual builds in this sub forum. Include skills, strategies, equipment, background stories, and whatever else for discussion.

I'll start us off with my Old School Whirlwind Barbarian build.

Each build should have its own post so we can reply with questions, comments, and suggestions about that build.

-420

99
Diablo III Builds / Old School Whirlwind Barbarian
« on: August 11, 2012, 10:25:32 PM »
Old School Whirlwind Barbarian (Updated)


Concept
The idea here was to recreate my sword and shield PvP whirlwind barbarian from Diablo II using similar skills in Diablo III.

Build: Skills

Profile: SuperPsych


Weapons

Primary: One handed weapon and shield.

Secondary: Two handed weapon. (Looks cooler during Whirlwind.)


Strategy
Items and skills focus on defense: Armor (strength), block rate, resists, life steal, and life regeneration Life on Hit (ie "tank" build).

Passive Skills: Focus on boosting armor and life steal.

Before Combat: Use War Cry (Invigorate rune) to boost armor, max life, Fury, and gain life regeneration.
I switched the Invigorate rune to Impunity for the 20% increase to resistances. High level monsters do so much damage that life regeneration becomes useless unless it is stacked really high with skills and items, while % damage reduction scales with higher damage.

Entering Combat: Leap (Iron Impact rune) into enemy pack or single target to boost armor then Whirlwind (Wind Shear rune) along the edge of the pack/target while Fury lasts.

Combat: Attack using Frenzy (Maniac rune) to build up five counters then Whirlwind stopping occasionally to hit once with Frenzy to reset the cooldown before it runs out.
Replaced Frenzy with Bash (Clobber rune) because I needed some kind of stun effect to use against particularly difficulty targets. Also, it's less annoying than having to stop Whirlwind every couple seconds to attack with Frenzy in order to keep the counter at 5.

For extended battles alternate between War Cry and Leap to gain Fury or Revenge (Vengeance is Mine rune) to gain life. When things get really hairy, call in some backup with Call of the Ancients (Duty to the Clan rune).


Preferred Follower
The Enchantress follower's armor boost, charms, and AoE damage skills all compliment the melee tank build nicely. She'll stand on the sidelines disrupting the enemy while you go about your demon slaughtering business.



Here is the basic idea behind the build:
Quote
Diablo II Skill -> Diablo III Equivalent*

Frenzy -> Frenzy
Leap Attack -> Leap
Whirlwind -> Whirlwind
Battle Orders -> War Cry
Iron Skin -> Nerves of Steal and Tough as Nails

*Originally I was considering using Weapons Master for Diablo II's Sword Mastery but ultimately decided that I didn't want to be restricted to a specific weapon type.



Here is an example of how much armor you can get with a good defensive Barbarian build:

Top number is without War Cry (items and Passive Skills only).
Middle number is with War Cry active.
Bottom number is with War Cry and Leap (Iron Impact) in effect.




-420

EDIT: Added weapons.

EDIT: (8/24/12) Added "Preferred Follower".

EDIT: (10/26/12) Updated for patches 1.0.4 and 1.0.5

100
Diablo III General / Auction House Buyers Beware!
« on: August 11, 2012, 01:44:24 PM »
Just tried to use the Auction House for the first time to bid on a pretty cool item. Accidently bid 2,500,000 gold instead of 250,000. No confirmation button and no way to immediately cancel it. So, I'm fucked.

In my opinion, fuck the auction house for anything other than selling off old items. Even then, only if you want little extra gold than you would get for selling it to a merchant.

-420

101
Diablo III General / 1.0.4 Systems Preview
« on: August 10, 2012, 07:50:52 PM »
Blizzard posted a preview for the upcoming previews for patch 1.0.4 (which is still "a few weeks away"):

1.0.4 Systems Preview

Here are a few choice nuggets:

Magic Find
Quote
The first change we're making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You'll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call "adventure stats" to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Monster Difficulty
Quote
Along the same lines as the change in 1.0.3, we're going to be lowering the health multiplier for monsters per additional player in co-op games.

Quote
So, in 1.0.4 we're increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We're correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We're still working on those numbers, but that's approximately what we're shooting for.

To further reduce the gap between normal and Elite monsters, we're adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we'll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

*P.S. We're getting rid of the Invulnerable Minions monster affix.

Quote
We're removing Enrage Timers and the "heal back to full" behavior from Champion and Rare monster packs. We don't think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You're already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a "DPS check" that also add tension and excitement.  Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take.

Weapon Damage
Quote
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

We also want to close the gap between dual-wielding and two-handers, and so we're improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

Repair Costs
Quote
That said, we think repair costs are just a bit too high, so in 1.0.4 we're going to be reducing repair costs of high-end items by 25%.

Class Changes - Basically just buffing the less used skills and skill runes. (Like the non-venom hydras.)

Legendary Items - As stated before, legendary items will be improved but the improvements will not be retroactive, in that the changes will only affect legendary items dropped or forged after the 1.0.4 patch.

-420

102
Diablo III General / Character Profiles
« on: August 06, 2012, 07:29:48 PM »
Web based Diablo III character profiles are now available!

Post a link to your character profile here so we can all judge you:

JimmyJames#1632 (me)

Throbblefoot#1850

-420


103
Random Ranting / When a Sea Hag with a Gun Asks for a Beer...
« on: July 30, 2012, 06:27:42 PM »
You give her one!
Woman known as 'Sea Hag' accused of fatally shooting man who refused to give her a beer

Mama Fratelli lives!




-420

EDIT: Fixed links

104
GodSpire General / GodSpire Spell Changes
« on: July 29, 2012, 11:41:59 PM »
Not sure if I remember all the changes to the spells in GS. Some of them (I think):

- Time Stop disabled

- Etherealness disabled

- Hellball changed to only affect hostile targets and instantly kill caster if caster targets self

There was also some kind of nerf to Heal and Harm I think and possibly to the cure spells? Mo may be able to shed more light.

-420

105
NwN General / NWN Resources
« on: July 26, 2012, 05:30:51 PM »
I'll try keep this topic up to date with links and information regarding running NWN.

Discussion forums for Neverwinter Nights 1
The main official resource for NWN information.

Installing NWN1 for Win7/vista including patch links for all OS.
Includes links to critical rebuilds for all versions of NWN and instructions on fixing various conflicts with modern hardware and software.

Neverwinter Nights Diamond Edition for $9.99 from GoG
Support GoG! They update older games to run on newer systems!

Port Forwarding Guide
In order to host a NWN server some routers require you to open or "forward" the following UDP ports:
Quote
5120-5300
6500
6667
27900
28900

CEP Web Site (CEP v2.4a)
Link to the latest version and information regarding the CEP.

CEP Forums & NWVault CEP Page
It's been awhile since the CEP team has gotten together. (We used to meet on my server once a week.)

Neverwinter Nights Extender
"NWNX adds extra functionality such as SQL database support, additional scripting functions, performance monitoring and many other features to the games Neverwinter Nights and Neverwinter Nights 2"

Leto 1.69
Character file editor.
Neverwinter Color Tag Generator (Color text guide.)

420's Simple Bad Strref Item Property Filter
Use this to filter out hacked items.

420's Simple GS Item Filter (Posted by Elessar Telrunya)
For those of you who want to host a "legit" PvP server.

Hope to see you all online!
-420

EDIT: 7/27/12 Added NWNX link.
EDIT: 7/31/12 Added Leto link
EDIT: 10/9/12 Added CEP link

106
Diablo III General / Buying & Forging Items
« on: July 10, 2012, 02:56:42 PM »
I found that the merchants and the blacksmith can be excellent sources of equipment in Diablo III. Here are some tips that I follow when using these systems.

Merchants
Merchants are found in towns and, in addition to repairing equipment, sell magic items with 2-3 mods of a level appropriate to the Act/Difficulty in which they are found. Their inventories reset whenever a new game is created or progress is made in the main quest line. (And possibly whenever a character levels?) Most merchants have a weapon and an armor tab but at least one in each town will have a jewelry tab or dye tab. Finally, every town has a "bartender" type merchant selling healing potions.

Jewelry
Since you can't forge amulets or rings, frequently check the merchants that sell them. Some of the best amulets and rings equipped by my level 60 characters were bought from merchants for around 7K gold a piece.

Two (or More) is Better than One
If you do find a really good item in a store, consider buying more than one for your friends, other characters, auction, or just to double up on a really nice ring or one-handed weapon.

Wandering Merchants
Sometimes you may run into a merchant in a random encounter or event outside of town. These merchants will usually have one item tab (weapon, armor, or dye*) as well as the option to repair. Furthermore, this type of merchant will always spawn a single rare weapon or armor. The type of rare item is random and may be any item type of the appropriate level range (regardless of the item tab that the merchant is spawned with).

*Dyes available from the wandering merchants will be at half price so remember to stock up on your favorite dye when you find one!

Follower Weapons and Jewelry
A follower with the right set of skills can be really helpful when going solo. While you must rely on monster drops for follower-specific items (such as Enchantress Mirrors) you can find all the other equipment to outfit them with from a merchant. For example, my barbarian's level 59 Enchantress, wearing only store bought items (no follower item equipped), does 725 damage and has 16K life.


Merchant Item Examples:








Blacksmith
The blacksmith can be used to forge equipment using materials gained by breaking down magic items. It's a good idea to upgrade the blacksmith at every opportunity as the level ranges and item types that can be forged vary widely.

Breaking Down Items
Magic, Rare, Legendary, and Set items can be broken down for forging materials. The level and item type determine the type of material you get. All broken down items will yield one magic material based on the item level. Magic items have a chance of yielding a rare, while rare items always yield one magic and one rare material. (I haven't broken down legendary or set items but I assume they yield one of each, magic, rare, and legendary material.)

Forging Items*
Don't break down every item you find as your stash will quickly fill up with forging materials (100 max in a stack) and if you try to use all those materials your gold will deplete just as quickly. Instead, look for something specific to forge, figure out which level of item yields the materials required, and break down just enough to forge a few (Throbble recommends enough to forge 10 because it's a nice round number). Good items to forge are weapons, boots with faster movements speed, and any armor with sockets (helmet, chest, pants, and shield).

*Certain items can't be forged, like amulets, rings, class-specific helmets, and Barbarian belts.

Forged Item Mods
Some example mods shown in the item "recipes" are the base mods for that item. For example, all shield recipes show "+10% Chance to Block" while the forged shield will have the normal random range of 10%-20% (with the possibility of mods further increasing that chance).


Blacksmith Forge Example 1:








Blacksmith Forge Example 2:







107
Diablo III General / Max Level and Nephalem Valor
« on: July 02, 2012, 01:16:00 PM »
Maximum Level (60)
The maximum level for Diablo III is currently 60. (Though, if WoW is any indication, the max level may be raised in future expansions.) Once your character hits level 60 you stop gaining experience points, but that's when the real fun begins because you start gaining Nephalem Valor instead.

Just to give people an idea, here are the stats for my wizard "Frostillicus" upon attaining level 60. (The stats will continue to go up as I find better equipment.) The final few levels I attained by farming the Desolate Sands, Stinging Winds, and Dahlgur Oasis outdoor areas and dungeons in Act 2 Hell difficulty.

Quote
Frostillicus
Level 60 Wizard Stats*

OFFENSE (Wand/Source)
Damage/Increase: 4.5K/1221%
Attacks per Second: 1.5
Critical Hit Chance/Damage: 5%/50%

DEFENSE
Life: 32.8K
Armor/Damage Reduction: 1.4K/32%
Resist All/Damage Reduction: 122/29%
Dodge: 7%
Block Chance/Amount: 0%/0

*NOTE: Numbers above 1,000 and below 1% are rounded.




Nephalem Valor
Once you attain level 60, whenever you kill an "Elite Pack" of monsters (i.e. a group of Champions, or a Rare and its Minions) you gain one point of Nephalem Valor for 30 minutes. Each point of Nephalem Valor gives the player a +15% bonus to Magic/Gold Find. Every pack killed resets the timer to 30 minutes and adds one point to a maximum of five, or +75% Magic/Gold Find. (This bonus stacks with Magic/Gold Find item mods and Fortune Shrines.)

Warning: Characters lose their Nephalem Valor bonus if they change any skill, skill rune, or passive skill, or if they leave the game!







-420

108
Diablo III General / Changes to Magic Find in 1.0.3
« on: June 19, 2012, 11:28:57 PM »
Here are some notes from patch 1.0.3 that affect the Magic Find dynamic in one way or another:
Quote
  • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
  • Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
  • Weapon racks will no longer drop weapons 100% of the time
  • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed

-420

109
Diablo III General / Unique Named Items (Not Legendary/Set)
« on: June 11, 2012, 01:00:07 PM »
Throbble and I have found a few items that seem to be unique, in that they have specific names but aren't in the category of "legendary" or "set". The items themselves have a blue name that is always the same and (I think) drop from specific randomly spawned locations or enemies. The same item can spawn even if you already have it in your inventory/stash and they can have different random properties though I believe they are always of the same level.

I've been holding on to these items in case they serve some purpose and I thought I'd post information about them as I discover it. (I'll update the information as I get it.)

Named Item List









(added 7/2/12)





Named Item Locations

Griswold's Worn Edge



Rakanishu's Blade (added 6/25/12)



Splintered Oar (added 7/2/12)
Found on Unique Cultist Urzel Mordreg during the The Doom in Wortham quest. (Hell difficulty only?)





What are they for?

Rakanishu's Blade



-420

EDIT: 6/25/12 Added Rakanishu's Blade location.

EDIT: 7/2/12 Added Splintered Oar item and location.

110
Diablo III General / Elective Mode Tutorial
« on: June 09, 2012, 10:31:17 PM »
Elective Mode
Or: How to Turn Off the Newb Filter

What is Elective Mode?
Short Answer: "Elective Mode" is the stupidest name that anyone could come up with for an option that you have to manually enable to make a game playable.

Long Answer: Enabling Elective Mode has two major benefits. First, it allows you to choose which skills you want to use regardless of category (as opposed to one skill from each category). Second, it allows you to assign any of your skills to any hotkey.

Enabling Elective Mode
Options > Gameplay > Interface > Elective Mode



Choose Skills from Any Category
You are no longer bound by the arbitrary skill categories in the Skills menu.

Pick the skills you want to use!











Set the Hotkeys
Right-click on a hotkey in the skill bar to assign a skill to it and click/drag skills around to best suit your play style.











NOTE: A "Skill Bar Lock" will be introduced in a later patch to prevent accidental reassignment of hotkeys during intense battles.

-420

111
Diablo III General / Load Screen Tips
« on: June 09, 2012, 04:07:29 PM »
I've seen these flash by but rarely catch them. Throbble saw one today that prompted me to do a search and I came upon a load screen tip list that someone posted on the D3 battle.net forums.

Some of the more interesting ones (the top one is what made me do the search):
Quote
  • Barbarians and Monks take 30% less damage than the Demon hunters, Witch Doctors, or Wizards.
  • Customize the action bar by opening the options Menu, choosing Gameplay, and enabling Elective Mode.
  • Share the wealth! If players drop items from their inventory, anyone in the party will be able to take the item.
  • Hold the CTRL key while reading a skill tooltip in order to see more detailed information.
  • Hold the left mouse button on open ground to move without engaging enemies.
(The last one is particularly useful when engaging Belial.)

-420

EDIT: I'll post a detailed guide to "Elective Mode" soon.

112
Diablo III General / Screenshots!
« on: May 26, 2012, 03:43:52 PM »
Post D3 Screenshots here. (This, of course, includes items you want to show off.)

Here is a rare ring that dropped for me in normal after killing Zoltun Kulle.


113
Diablo III General / The Black Rock Ledger
« on: May 21, 2012, 11:59:41 PM »
Throbble, Cuchulann, and I all found an item called "The Black Rock Ledger, Page #". Each of us got a different page so I thought people could post the quotes from any pages they find and I'll compile them. Just reply with the quote to this thread and I'll add it to this post.

The Black Rock Ledger

Page 4
Quote
''Damn, I always thought being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.''

Page 8 (added 5/27/2012)
Quote
''Haven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.''

Page 15 (added 5/29/2012)
Quote
''After three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.''

Page 16 (added 5/29/2012)
Quote
''Reyes tells me that it was some colossal wave that did the ship in. I was down below when it happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.''

Page 23 (added 5/25/2012)
Quote
''Madness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.''

Page 42
Quote
''All the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear them... giggling in the shadows, like this is some kind of game.''

-First Mate McMahon

114
General Gaming / The Age of Decadence
« on: May 08, 2012, 01:39:32 PM »
Anyone who has fond memories of the old Infinity Engine style computer RPGs (Fallout, Baldur's Gate, Planescape: Torment, Icewind Dale) may be interested in this upcoming game by Iron Tower Studios called The Age of Decadence.

The Age of Decadence Teaser Trailer

It looks interesting, but I'll wait for when it becomes available on GOG.com for $5.99, Battle.net goes down, and I can find a steady source of LSD.

-420

115
Diablo III General / Diablo III Launch Day Preparation Guide
« on: May 08, 2012, 12:05:43 PM »
Blizzard Entertainment has posted a Diablo III Launch Day Preparation Guide on their site.

Most of it is just restating information that Blizzard has already released but I found this bit very interesting:
Quote
Early Install
We will be unlocking the game's installer at 8:01 a.m. PDT on May 14. This will allow you to begin installing the game, troubleshoot any issues you run into, download and install the launch day 1.0.1 patch, and be ready to play as soon as the servers come online.

-420

116
Random Ranting / Star Wars
« on: April 30, 2012, 08:45:04 PM »
I noticed there weren't any forums, subforums, or threads on LM dedicated to the topic of Star Wars. So here it is!

Man builds Star Wars themed CAT-AT for friends forceful felines



-420

117
Diablo III General / Post Your BattleTag Here!
« on: April 21, 2012, 07:27:13 PM »
420: JimmyJames#1632

Throbblefoot: Throbblefoot#1850

Cuchulann: Fogtreadder#1202

Hope to see everyone in D3!

-420

EDIT: 420's BattleTag has changed to: JimmyJames#1632

118
Diablo III General / Diablo III Open Beta This Weekend!
« on: April 20, 2012, 02:14:51 AM »
Diablo III Open Beta Weekend
Quote
From Friday, April 20 at 12:01 p.m. PDT (noon), until Monday, April 23 at 10:00 a.m. PDT you'll be able to log in, team up with friends, and play each of the five heroic classes to level 13 as you fight to save the world from the impending demonic invasion.
Hope to see you all there!

My BattleTag: JamesJames

-420

119
Random Ranting / Happy April Fools' Day!
« on: April 01, 2012, 11:04:24 AM »
Post links to funny April Fools' Day website here.

Saints Row:
Strap It On Some More! Enter The Dominatrix!

Blizzard always does a good job but they outdid themselves this year:
Announcing StarCraft: Supply Depot


(Make sure you also check out "Blizzard's other amazing mobile games")

New Blizzard Kidzz Series to Offer the Most Epic Learning Experiences . . . Ever!

-420

120
NwN General / Off-Topic Mod Discussion (From: Kickstarter)
« on: March 26, 2012, 08:33:26 PM »
I used to go by the name HeLLMasteRHeLL
Heh, throbblefoot, cuchulann, and I still refer to you by that handle when we're talking shit about you in a bar.

@420, I honestly played a LOT of NWN mods in my time, and every now and then I still do. However, I must admit that I played some long ones, and some that were one series made of many mods and many parts, but despite all of that I can honestly say that I never found a mod or series to compare to the sheer size and hours I put into Tortured Hearts 1 & 2. If, by some chance, you do know one, I seriously want a recommendation (if it's fun). I love NWN, and as busy as I am playing other games, just give me an excuse... lol.
Alright, I wasn't going to do this, but you called me out:

Shadowlords Series
and
Dreamcatcher Series
(both Adam Miller)

Penultima - Stefan Gagne

Witch's Wake - BioWare

I can list plenty more including my server.

Good day to you sir,
420



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