Also, for classes like wizards that sometimes like to run into packs of mobs to nuke, there is a straight MOVE key that is not bound by default. Binding it to a key will allow you to attempt to run to your mouse cursor when used. This is handy as sometimes left clicking a spot might unintentionally fire your signature move at a mob when you don't want to. I bound the action to the ~ key, but you can use whichever key is most comfortable.
I bound mine to A. Makes it alot easier when you're trying to run away but the mob has a massive hitbox (Has happened a few times to me) and you need to gtfo!
Anyway, there needs to be an option to lock your actionbar.. I've accidentally dragged out a skill from it while kiting multiple times -_- (and reset the inferno MF buff)
EDIT: There is! Thanks Bendy! All you have to do is turn off elective mode and it's locked.
Last edited by crAzerk; Tue, 22nd-May-2012 at 4:13 PM.
In parties - You can teleport to corpses. So if everyone gets wiped far in a dungeon, get 1 player to to revive yet and everyone teleports to his body
If your group keeps getting wipped and you have 30 second countdowns (and you dont have any inferno stacks) then leave the game and rejoin. your counter will reset to 0
In battle.net - you can view the items / builds of every hero on your friend list. right click on your friends name and go to view profile > heroes > inspect
To skip dialogue / cut scenes simply press spacebar. great when farming and you dont have to wait for the pple to stop talking
Last edited by nirvAnA; Fri, 25th-May-2012 at 4:10 AM.
Although a lot of people found this out, it's important to let everybody know that you never actually lose your gems.
In fact the only way to lose gems is to sell the item for gold at a merchant!
Put your best gems in at all times. When you find an upgrade for the piece of equipment which currently has gems in it, simply disenchant/salvage the item and you will receive your gems back as well as forging materials.
1) You can remove gems via the gem crafting merchant, rather than salvaging your items. Then you can sell the item on the AH if its good!
2) Sell your items to a merchant or on the AH rather than salvaging them. You can source crafting materials from the AH for much cheaper per item than what you can sell the items for.
Here's one that I noticed when chatting/inspecting some of my mates items, and it makes a huge difference.
Instead of using rings that contain your main attribute + vitality, buy rings that have attack speed + vitality. This extra attack speed increases your damage a LOT more than any amount of your main attribute will. Of course you'll be trading off things like armour/dodge/resistances so be careful. If you're looking for a lot more damage/hp for a slight trade off in protection, attack speed + vitality (+ anything else you can get, if you find a sick ring go for it) is the way to go!
___________________________________ http://www.clan-ta.com | TALoSt#281 - Feel free to message me anytime for practice games!
heres a simple wiz trick. you can diamond skin at anytime, even while stunned. so no need to pre-maturely use it.
Except if you're playing with 300 ping :P I know as a Barb I have to sit there literally spamming the button for revenge, because with my ping it casts like a second after it activates and I'm nearly dead by that time..
___________________________________ http://www.clan-ta.com | TALoSt#281 - Feel free to message me anytime for practice games!
For those of you who care (likely not many), I ran some trials:
All on inferno difficulty, 0% magic find, 0% gold find.
Quick note for those of you who aren't in Inferno - I have specifically mentioned when Tomes drop. Secret Tomes are special drops (that are blue) which are used by both the jewelcrafter and blacksmith, and drop only in Inferno difficulty.
Treasure Pygmy (Grey bag, gold skin) - ~490,000 HP
x3 magic items
x1 yellow item
~1000 gold
Summary:
The Treasure Bandit seems to drop a lot of blues and a lot of books (pages of blacksmithing, tomes of jewelcrafting, etc.).
The Treasure Goblin, which was by far the most common of the types, seemed to drop yellows more consistently than the others, but perhaps this was a fluke because the last two trials yielded no yellows from the Treasure Goblin.
The Treasure Seeker seems to drop blues and gems.
I saw only one Treasure Pygmy, so I cannot say for certain if he has some sort of dropping tendency (since he would appear to be more rare than the others, I would imagine he tends to drop yellows more often).
Also, I could have sworn in the past I have seen a goblin that wore blue pants, but he did not appear in my trial runs.
The amount of gold seems to be largely variable, and thus I don't think the type of goblin affects it much.
The health of the goblins was in a normal variance range of any monster of the same time (for those of you who don't know, two enemies of the same time will not have the same HP, per se, and this can vary by a fairly wide margin [~20k or more in Inferno]). Thus, their health values are pretty much identical.
Last edited by Cyanide; Sun, 27th-May-2012 at 9:48 PM.
Reason: I've found a a guy who actually did tests in the EU forums
If you're solo farming, stack your follower with pure magic find items, try to get +15% minimum for all rings/amulet/off hand. Their magic find will add 1/4 to your total magic find.
certain legendary items have random stats that will NOT appear on AH search. for e.g bracers does not have the movement speed in its search criteria but low and behold, some legendary items will defy the traditional rulings in their random stats. for e.g some bracers have +10% movement speed and some chests have +12% attack speed
Blue has comfirmed that increased attack speed on legendaries and some other items (comfirmed by forum posts by community) is currently bugged and does not register when worn. This leads to items like monks' "inna's pants" to be undervalued by the AH despite rolling good stats because the 14% IAS does not work - people see that their damage does not increase - and thus sell it at really low prices. I got one which rolled 80 str and a beastly 180 vitality for 700k! Other items will be the same.. Only problem is I don't know what other items are bugged! Go find out!
Here's one that I noticed when chatting/inspecting some of my mates items, and it makes a huge difference.
Instead of using rings that contain your main attribute + vitality, buy rings that have attack speed + vitality. This extra attack speed increases your damage a LOT more than any amount of your main attribute will. Of course you'll be trading off things like armour/dodge/resistances so be careful. If you're looking for a lot more damage/hp for a slight trade off in protection, attack speed + vitality (+ anything else you can get, if you find a sick ring go for it) is the way to go!
Items with +Damage are still much better though, right? I remember trying to choose between a level 8 ring with 2-4 damage and a level 35 ring with +80 DEX and according to the character sheet, the +Damage ring yielded more dps by a significant margin.
Hmm dox, generally at lower levels, damage is better because weapon damage is low. This is how damage vs primary attribute works :
Primary attribute adds 1% of weapon damage to 'damage' on your character screen taking into account weapon attack speed modifiers
+damage adds damage to your weapon damage RAW
Let's say a character has a weapon with 1.4 APS and 900 damage
If you have 1000 of primary attribute and + 30 damage, you get 300 damage increase on your char sheet.
However if you have 1000 of primary attribute and instead of +30 damage, you get something like 10% IAS, you actually increase your attack per second to 1.54.
Now, your weapon damage is modified to (1.54/1.40) x 900 and because of your 1000 primary attribute, you get 1000% of the increase in Damage which in this case is 10 x 90 damage.
Let's say a character has a weapon with 1.4 APS and 50 damage
If you have 400 of primary attribute and + 8 damage, you get 32 damage increase on your char sheet.
However if you have 400 of primary attribute and instead of +8 damage, you get something like 10% IAS, you actually increase your attack per second to 1.54.
Now, your weapon damage is modified to (1.54/1.40) x 50 and because of your 400 primary attribute, you get 400% of the increase in Damage which in this case is 4 x 5 damage.
Comparing scenario 1 to 2, you'll see that with higher weapon damage and at higher level of gear, + IAS will yield a better result, no doubt significantly stronger at lower levels and lower weapon damage.
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