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 First Look: Patch 2.1.0, NOW AVAILABLE on PTR 26June!!!

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TSDarkNite
post Jun 18 2014, 07:44 AM, updated 12y ago

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Read here for details >> http://us.battle.net/d3/en/blog/14244559?u...ce=App#comments
QUOTE
Combat Changes:

Of course, with so many competitive elements hitting the PTR, we're also reviewing each class thoroughly to ensure no matter what you play, you have a fair chance at reaching your Seasonal goals. While we won't be getting into class specific details here, we wanted to share with you a few examples of overarching adjustments we plan on experimenting with during the Public Test phase.

Dexterity & Survivability:

A major change is coming to Dexterity to benefit Demon Hunters and Monks.
Each point of Dexterity will grant 1 point of Armor instead of Dodge chance. Dodge isn’t as reliable as Armor or Resistances and doesn’t protect you from some of the most dangerous monster affixes like Plagued or Thunderstorm. In light of this buff, the existing passives that grant 30% of your Dexterity as Armor (Seize the Initiative and Awareness) will be completely redesigned.

Healing:

The next change will be to Healing. Currently, Healing provided by gear isn't very valuable because you receive the vast amount of your healing from Health Globes. During internal testing, we discovered that as you reached higher Greater Rift levels, you really wanted more of your healing to come from your gear in order to survive. To facilitate this, we are reducing the amount of healing Health Globes provide, but buffing Life on Hit and Life Regeneration on gear to compensate. This change should make a more consistent experience when you turn up the difficulty (or reach a higher tier in a Greater Rift) in situations where you’re not killing as quickly and actually require the increased Healing.
Finally, some luv for monks? hmm.gif

Bye bye reaper 's wraps bye.gif

Update 25June2014

Patch 2.1.0 PTR Patch Notes >> http://us.battle.net/d3/en/blog/14569138/p...notes-6-25-2014

This post has been edited by DarkNite: Jun 26 2014, 05:18 PM
TSDarkNite
post Jun 18 2014, 06:20 PM

ФĻĐ ИΞШB!Ξ
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QUOTE(olman @ Jun 18 2014, 03:49 PM)
blizz way of fast/temp fixing, monk seems messed up.
*
yup very messy!
like noobs!
everything seems kalang kabut! laugh.gif

TSDarkNite
post Jun 26 2014, 05:27 PM

ФĻĐ ИΞШB!Ξ
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QUOTE(kwwk87 @ Jun 26 2014, 03:34 PM)
They're making a synergy between classes.

You see Monk's and Barb's changes. They're pretty well synergy with each other on Cold damage.
*
so much love are shower on to all the classes EXCEPT monk!!!! cry.gif
TSDarkNite
post Jun 26 2014, 05:59 PM

ФĻĐ ИΞШB!Ξ
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QUOTE(lcy851031 @ Jun 26 2014, 05:44 PM)
Still no love for barb's basic fury generator skill.  sad.gif
*
Earthquake
Weapon damage increased from 2600% to 4200%
Skill Rune - Giant's Stride
- Secondary tremor weapon damage increased from 160% to 200%
Skill Rune - Molten Fury
- Weapon damage increased from 4500% to 5100%
TSDarkNite
post Jun 27 2014, 06:55 PM

ФĻĐ ИΞШB!Ξ
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Fist of thunder gets sexy again?
Monk is lightning, lightning, lightning, lightning ... laugh.gif
TSDarkNite
post Jul 14 2014, 01:03 PM

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QUOTE(Demonic Wrath @ Jul 14 2014, 12:53 PM)
Haha no no.. I think you misunderstood..

After ID, if the weapon has no socket, use a Gift on it to make a socket. Then enchant it using enchanter to add another socket.

If weapon has socket, you have to enchant the socket to something else first. e.g. vit etc. Then use the Gift on it to make a socket. Then enchant the weapon using enchanter to add another socket.
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so weapon no have socket, use the Gift on it to make a socket.
Then go to enchanter to add another socket on another property e.g. vit? hmm.gif

Enchanter wont be able to enchant the existing socket to make 2 sockets?

 

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