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Unread Sat, 19th-May-2012, 1:43 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 1
crAzerk
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Share your diablo 3 tips / tricks!

Diablo 3 Tips and Tricks

Disclaimer
+ Show +
This post is the efforts of everyone who has posted in this thread; I am only responsible for compiling the awesome contributions of the community.
I'll try to credit people whenever possible, but if it is too messy (e.g. several contributors for different pieces of info) I won't. Huge thanks to EVERYBODY and keep sharing your Diablo III tips!


General Tips
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  • Elective Mode - To customize your skills and not be restricted to having 1 of each of the 4 schools of skills, turn on Elective mode in your options : Options > Gameplay > Elective Mode
  • Advanced Tooltips - Turn on advanced tooltips to know exactly how much damage each of your skills deal so you know how to pick skills rather than rely on how cool they sound.
  • Dying in parties - Sometimes its faster to teleport to town, then use ur allies banner to teleport to them. *You can also teleport to corpses! (nirvAnA)
  • Resetting resurrection timers - Tired of waiting 20 seconds to revive? Just leave the game and rejoin it to reset the res timer. nirvAnA
  • Money / Blacksmith - This can be used by all characters. You can level your alt characters insanely fast buy getting all the yellow/rare stuff from the AH every 8 levels or so.
  • Diamonds are forever - You never actually lose your gems. When you Disenchant or Sell an item that has Gems in them, it automatically pops them out for you and leaves it in your inventory. (Baldie)
  • Shift to Shoot - Want to shoot in a general direction without risking moving in that direction because you clicked the ground? Hold Shift to shoot stationary and prevent moving!
    Related to this tip: You may want to try rebinding the key to your spacebar though. It allows you to use your thumb much more easily than your pinky finger, and space isn't used for anything important. (Halstrom)
  • Utilizing Chokes - Against melee elites with "Invulnerable minions" try and pull them into a choke so that only 1-2 can hit you at once while you focus down the main guy. Obviously works for any normal elite melee pack if you are struggling with dealing with all 3. I used this alot on Inferno ^^ (Bard)
  • Knock Knock - If you kite Demonic Terrors through doors in dungeons, he basically smashes through doorway and destroys the doorway because he's too big to fit through. Do this 5 times and you get an achievement.
  • Resetting Inferno Elite Mobs Debuff - Elite mobs in Inferno have a deadly DoT debuff which they put on you if you take too long to kill them (i.e. an Enrage). To reset this, return to town (or leave the map) for a minute or two, then go back to where you fought them. Note that their lives will also be reset though.
  • Move without shooting - 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 (Halstrom)
  • Ugly Helms - Have an ugly piece of gear you don't want to see? Use Vanishing Dye (bought from vendors) on them so they are not shown! (Cyanide)
  • Follower's MF - 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.(nirvAnA)
  • Resistance/Armor > Vitality at higher levels - Refer to Pinder's insightful post for more information.


Class-Specific Tips
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  • You can use Smokescreen or Diamondskin anytime, even when Jailed/Stunned. (nirvAnA)
  • If you use Fists of Thunder + Thunderclap, you can still move to a target despite being Jailed. (May be fixed) (Cyanide)

Auction House Tips
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  • Auction House - The best thing in the game. DO NOT UPRGRADE YOUR BLACKSMITH TILL YOU ARE LEVEL 60 AND GET EZ MONIES. Use the AH! People will buy "bad" items at crazy prices. So if no one in your party wants the drop sell it at the AH. Stick to selling yellows and decent blues. Personally i think the blacksmith is everyone natural money sink and i find really bad as it never crafts items of the stats i want. Its better to spend all the money / time at the AH getting a superb weapeon. This is debatable tho as all characters can use the blacksmith. (nirvAnA)
  • Cheapskates - Don't want to see all those ridiculous 15 million buyouts? Think of how much you're willing to pay for an item (e.g. 25000), then set that as the 'Maximum Price' filter, and gradually wither that lower and lower until no desirable items appear. This will help you get the best deals from the AH!
  • Buy it or lose it - If you see a deal that is too good to be true, don't hesitate to buy it! There are people who undercut atrociously and these deals get snapped up fast. Buy it or lose it!
  • Learn to Filter - To master the AH, you need to learn how to apply filters. This will give you the best gauge of price for a piece of gear. Remember to set minimum values too because the AH doesn't arrange items according to the stats! (e.g. +50 dex may appear above +150 dex)
  • Selling instead of Salvaging - 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. (Neova) (needs to be verified for Inferno mats)
  • Every item has a tier level. So let's say for a Chest piece. The top tier will be called Archon. Take note of that name! Another example would be Spears, the top tier is called Centurion Spear and for Polearms it is Dread Lance.
    Obviously there is more for every other item. Knowing the names will let you know if you've got the highest tiered item even before identifying it (if it's a rare)! Cyanide


Identifying Items by their Prefixes
+ Show +

Bear/Feral = + vitality
Lion = + strength
Focus/Mind = + intelligence
Hawk/Wild = + dexterity
Wounding = + damage
Thorns = melee attackers are damaged
Leech = add life
Snake = poison
Flame = fire dmg
Winter = cold dmg
Eel = lighting damage
Scouting = + Magic Find
Agony = + damage (e.g. +4-8 damage)



Different Mob Abilities
+ Show +

+ [old noob version] +
Mortar = Lobs mortar bombs are you periodically.
Molten = Leaves trails of flames that deal damage if you stand in them. Also explodes for AOE damage 2 seconds after they die.
Vortex = pulls you into them
Arcane enchanted - drops those deadly arcane lasers
Invulnerable Minions = Minions can't be damaged at all, you have to kill the yellow elite.
Frozen - Periodically casts some Frost Orbs around which blow up to freeze you after 3 seconds. Dodge them!
Waller - Periodically casts walls to block you
Plagued - Leaves damaging plague pools on the floor.
Nightmare - Periodically casts Fear (or fear on hit? TBC)
Vampiric - Gains life from each attack
Teleporter - self explanatory
Fire Chain = The pack sticks together with the fire chains, and the chains do damage as well so don't walk through them!
Jailer = Periodically casts a root spell that locks you in place. You can still cast spells while in it.
Extra Health = Self-explanatory
Shielding = Periodically casts a shield that absorbs all damage.
Horde = Elite has twice the number of minions
Desecrator = Periodically targets a player with a fire patch under you that does damage. Get out ASAP!
Electrified = Releases small electricity bolts in a small AOE when hit
Health Chain = Elite pack shares HP. In other words, damage done is shared between all of them.
Fast = Mob moves faster
Knockback = Does a knockback on hit
Missile Dampening = Reduces damage of incoming projectiles
Avenger = When one mob does, the others gain increased attack speed/damage


Not every combination is really feasible to kill in Inferno, so if you encounter something like Mortar Jailer Extra Health Shielding Fast Vampiric then just kite them to a corner of the map and skip them.
Thanks to nirvana, Bard, and crAzerk for contributions!

Huge props to System for sourcing this info!

Source: Here
NB: In the process of making it prettier
  • Arcane Enchanted:
+ [Open] +
Arcane Enchanted mobs are easily recognizable by the purple orbs they create ocassionally.
These orbs will activate after a few seconds sending a beam in a random direction (the beam appears
instantly when it activates), which will then proceed to revolve around the orb clockwise or
counterclockwise dealing high arcane damage to any unfortunate trespasser. The beam lasts for about a
full revolution before it dissipates. This ability can appear on any mob pack, and typically the orbs will be
cast at the same time by all the monsters in the pack. Plus, they do arcane damage and are resistant to
arcane damage, but that doesn't actually affect the incoming damage very much for some reason.
It is a good idea to move well away of an orb when you see it, as it may very well spawn the
beam right through you when it activates, killing you instantly if you're running a glass cannon build with
low resists. This ability is much harder to deal with in tight quarters, and it does enough damage that it is
always worth getting out of its way, even as a tanky melee. Because of their random direction rotation
behaviour, some orbs may create scissoring beams in situations where you cannot get out of the way
effectively.
In the case where you have to go through a beam, popping a damage mitigation cooldown is a
good idea, as well as passing through it in the opposite direction of its spin cycle or trying to move
quickly somehow. The damage ticks very quickly, so the less contact you have with the beam, the better.
This goes without saying, but don't touch the orb itself.
  • Avenger:
+ [Open] +
Avengers (not to be confused with THE avengers) can only be champion packs. As each member
of the pack dies, the remaining monsters become larger and do more damage with their attacks. The
end result is a last champion in a pack who is much bigger than even a rare version of the mob, and can
often seem quite intimidating (even quill rats seem scary when it's as large as an unburied). The best way to deal with this affix is to try to deal as much damage as possible to all the
members of the pack in question before taking them down. The extra damage gained from the buff is
substantial, so taking all members down quickly and painlessly is a viable tactic. If you cannot do that, be
careful with the last few members of the pack, as they will pack a wallop.
At least there is a bright side to this, the law of mass dictates that the mass of an object
dramatically increases the force of impact when said object collides with the ground, and with how big
the mobs are, the impact made will mean, quite literally, the mob's innevitable defeat. In other words,
the bigger they are, the harder they fall.
  • Desecrator:
+ [Open] +
Desecrator mobs, aside of having an awesome affix name, also gain the ability to create lava-like
void zones under the player character. These zones take a few seconds to activate after they appear,
giving you a good window of opportunity to move out of the way. When active, the pools of poop hurt
like a frenzied kitten you grabbed by the tail. You can see you're actually sitting in the void zone because
a skull debuff icon appears next to your resource globe.
Dealing with this kind of packs is again a question of positioning. Minions cast desecration too,
quickly filling the area with pools of crap, so keep moving back the way you came while whittling away
at them. It goes without saying that combinations of desecration with jailer and waller suck donkey arse,
so keep your hand on that escape skill hotkey.
The damage done by the pools themselves is physical, mind you.
  • Electrified:
+ [Open] +
Electrified mobs are recognizable by being the less scary cousin of the MSLE mobs from D2 LoD.
Hitting one of these mobs will shoot charged bolts in random directions around the mob itself, most
likely electrocuting a melee character. The damage the bolts of lightning do isn't as acute as it was in the
nightmares induced by the D2 hardcore deaths from their cousins, but it's not something to sneeze at
later on either. It's one of the easier affixes to take care of in combination with other affixes, simply
because it only means you take some additional damage while attacking the mob.
The damage is not spiky, it's not even really worth avoiding it if you have good resists. The
minions of an electrified rare will also shoot thunder bolts. The monster also deals a bit of additional
lightning damage and has a bit of lightning resists, but again it isn't that big a deal.
There is a nasty situation you do not really want electrified in, and that is the combination with
vampiric. Each of the bolts that hit you will heal the enemy, so the fight may devolve into a fight for
attrition.5. Extra Health:
Extra Health have 50% more health than is usual for an elite/champion pack. That means they
die 50% slower. According to meme sites they're a bit more than Russian.
This can prove a pain to deal with for tanky builds in inferno because you have to whittle away
at it 50% more, which brings you that much closer to the enrage timer. While the affix itself isn't as
interesting as the others, it plays annoyingly "well" with other damage mitigation affixes, like shielding
and invulnerable minions. Add to that the fact that the mob in question may be one with high base
health, like an unburied, with an inherent knockback or shield (like the corrupted angels) and you get a
pack you'd rather not fight.
Because it's such a boring affix, I have no real tips to give you to kill them with. Just do your
usual for about 50% more time. Wish it had 50% extra loot for the effort. 50%. Yes.
  • Fast:
+ [Open] +
Fast monsters are the bane of any kiter's existence. They move faster (40% according to
Brady's), attack faster (20%) and cast spells faster (10%). Add to that the fact that it may appear on a
normally fast mob like a spiderling or a leaper and the mobs will be up in your demon-hunter's grille
before you can shoot your tendril black orbs that you say take a while to get to where they're supposed
to. Incidentally, many mobs in act 2 have fast gap closers, like the lacuni, which makes this affix
especially deadly.
Despite their high speed, the monsters can still be kited using roots and very effective slows
(runed caltrops), as well as any kind of CC you can throw at them. This affix is annoying by itself, but it
can be even more deadly with jailer or waller. Add to that the fact that it increases the speed at which
the ramp-up attacks of certain mobs happen (like the glowing mace attack of the dark berserker
demon), and you may get almost insta-splattered.
You should keep in mind that fast mobs typically run faster than you do. This makes them a
nightmare to hardcore characters because you can't get away. Keep a good escape route in mind every
time you play hardcore, and be careful.
A good way to deal with these types is to lead them to a chokepoint, like a doorway, or simply
have a tanky melee class grab attention from you. Alternatively, you can play a melee class yourself and
be the one I was talking about a few words ago. I hate fast mobs. You will learn to hate them too.
  • Fire Chains:
+ [Open] +
Champion packs are the only ones who can sport fire chains, and they are annoying as all hell to
melee characters. What the ability itself does is intermitently create chains of pain between members of
the champion pack, dealing damage to any player caught in the vecinity. In addition, mobs who have this
affix seem to use a bit of AI to swarm around you in order to make use of the affix. While that is
certainly impressive from a gameplay point of view, it hurts, so do try to get out of the way.
Chains work very annoyingly well with fast mobs, as well as jailers, making use of their swarming
AI to the fullest. A good way to deal with these champion packs is to separate the members in any way
you can, as the chains seem to stop working after the members are at a large enough range from
eachother.
Otherwise there isn't really much to say about these guys, except for the fact that they make
pretty colours when they stand in a square formation and the chains criss-cross.
  • Frozen:
+ [Open] +
Frozen enemies are frosty. They hurt with cold damage, making you chilled and making you
move at 50% normal speed. In addition, they lay exploding ice orbs. These orbs ramp up and explode
with AoE cold damage, freezing you in place. Being frozen sucks - you cannot use many abilities, and
you're vulnerable to any kind of attack. You cannot use potions while frozen. There are certain abilities
which will break you out of the frozen effect, otherwise you'll get out of the effect after a few seconds
(or less if you have lower stun duration, or whatever the name of the item affix's name is).
The best way to deal with frozen mobs is to have room to maneouver. The orbs they spawn are
fixed in number, and are laid out randomly on the screen where there is passable terrain within a certain
range of the mob itself. Having lots of room to move around in will give the orbs' spawning pattern more
room to breathe, so to speak, giving you more safe spots to stand in.
Brady's guide says that the AoE damage from the orbs splits between each player hit (this
information may be outdated), giving you a reason to stack up on one orb if you have nowhere else to
go, but I'd say that trying to avoid the blow is a better idea. Orbs may spawn in close proximity to each
other, and if you are close to one when it blows up, you will be frozen into place and forced to eat the
others. Situational awareness is key when dealing with frozen mobs.
Again, considering the positioning challenge implied by frozen mobs, they don't play well with
jailers. Wallers can also prove a pain in close quarters, but it may not happen if you are in large open
areas. Arcane enchanted mobs make for a good combination for funzies - they are dangerous together,
but also rather fun and satisfying when the mob pack is down.
  • Health Link:
+ [Open] +
These guys are rather rare in my play for some reason. Health Link only appears in Champion
packs, and shows itself as a Fire Chains like effect. When this effect appears, the health between the
linked mobs slowly equalize themselves, so as to distribute damage between each other. That doesn't
mean that you can't kill them one by one, but they seem to die slower as a result of them healing off the
healthier mobs. On the other hand, the healthier mobs take damage when healing the wounded one, so
it makes the pack actually easier to kill, overall, especially if you're packing AoE damage.
Health Link is actually beneficial to have when you are dealing with an avenger pack simply
because it takes a bit of the strategy of killing the avenger pack away. The enemies take rather equal
damage if you do it, and they will have similar health values if you do it properly, making the kill much
easier.
Overall it's not a very bad affix to meet, although I see how it would hurt a bit if the enemy had
vampiric on.
  • Horde:
+ [Open] +
Another one of those boring affixes, horde affects Rare packs in that they have more minions
than usual (they seem to affect champions too, spawning more of them). Brady's guide says that the
number is 3. While this may not affect you much if the base monster is a low HP swarm mob, like the
scorpion dudes from Act 3, it will make you pee your soul into your pants if you find a pack of huge HP
mobs like Unburied or Oppressors.
This affix plays painfully with affixes that are gained by the minions, like fast, arcane enchanted,
desecration or mortar. Seeing as there's so many more enemies to take care of, they can also cast the
spell more than once, giving you more than a handful to deal with. Also having a huge mortar volley
come to you from offscreen is as scary as the English longbowmen at the battle of Agincourt, with
arrows blotting the sun.
Dealing with horde can actually show a good advantage, shared with Illusionist mobs - there's
plenty of abilities that make killed enemies explode, damaging nearby monsters (exploding palm, cleave
with the first rune, disintegrate with the... 4th I think), allowing you to perhaps cause a chain reaction
doing more damage to the rare mob himself by using the numbers against him.
  • Illusionist:
+ [Open] +
Illusionists create copies of themselves. This can look scary when you first encounter them.
Actually they aren't very dangerous, except if the base mob is a ranged mob. The monsters create two
duplicates of themselves when they take damage (with a cooldown). These clones greatly lowered HP and damage, but they still hurt. Because of the low HP of the mobs, killing them is typically fast and
painless. The other affixes will not affect the clones, and it's possible to see which enemies are clones by
having monster HP bars activated with the number overlay over them.
Minions also create duplicates of themselves, and their clones have even lower HP. Because of
this, you can again take advantage of AoE explosion runes in order to use the ability against the
monsters, although exploding palm will not be as effective in this case because of the damage being
based on enemy max HP.
I don't think that illusionists are that bad, not in any combination. Having any kind of AoE attack
will take short work of them. The only time they really hurt is when the base monster is a ranged
attacker or caster, especially the fire constructs from the tombs in act 2, as they will still leave the fire on
the floor where the projectile hits.
  • Invulnerable minions:
+ [Open] +
The pack I am most likely to skip on sight, invulnerable minions packs are just that - rare packs
with invulnerable minions. As an excuse, when the rare itself is killed, all minions will die along with him.
Brady's guide says that the rare monster also has 50% more hp than normal, to which I say: WELL ****
YOU TOO.
The reason for which I hate this affix so much is because of the nature of the monsters
themselves. Typically I find swarming fast enemies with this affix. Because I run with an arcane orb build,
they intercept all of my orbs without affecting the rare itself, hence making it nearly impossible to deal
with.
You can imagine our dismay when we set our eyes upon a pack that has this affix along with
shielding, extra HP and fast.
On the plus side, the minions are CC'able, unlike the shielded counterparts.
I really don't know how to deal with them, except maybe try to separate them from their leader
and nuke the leader down as much as you can.

  • Jailer:
+ [Open] +
Jailer packs ocassionally root you into place for a few seconds, during which you can attack and
use abilities, but you cannot move. You can use certain abilities to move with the effect on you (like the
furious charge) or to simply break out of it (spirit walk). They seem to have a bit of a cooldown on the
ability, and it jails all team-mates at the same time (if I remember correctly). While by affix tends to be an annoyance in earlier difficulties, in combination with others, it can
be a killer, as a root is a surefire way to get stuck into a painful position against an arcane enchanted,
frozen, desecrator, fast or plagued mob. Kiters will find their wings clipped and quickly surrounded.
Keeping an escape ability for when you get walled and in a bad situation is always a good tactic.
  • Knockback:
+ [Open] +
Any pack can get the knockback affix, and you are more than likely to find this as being the first
pack of special mobs you find in the game. The effect itself is not very interesting. If you get hit by one of
these mobs, regardless whether it be ranged or melee, you'll get knocked back. You may get knocked
back a small distance, or a very large distance. Either way, the damage of the knockback attack is the
same as a normal one.
Knockback has a knack to show latency artifacts, showing your character rubber-band all over
the place if you have higher latency. This may prove confusing. Knockbacks also interrupt your casting,
which makes it rather annoying. It can also stunlock you sometimes, as you would keep getting knocked
back. Not all attacks will knock you back though. Dodged attacks will not knock you back, obviously,
giving the monk somewhat of an advantage there.
While it's not a very bad affix by itself, when combined with fast, horde or invulnerable minions
(or all), the knockback starts being extremely prevalent, as you get stunlocked (knocklocked?), so don't
underestimate.
Note: Sometimes you will take enough damage to kill you, and yet you will still be knocked back.
You will die when you hit the ground. I don't know if this is cool or not, but it aggravates me, personally.
  • Missile Dampening:
+ [Open] +
Rare monsters have a rather low chance of getting this affix. The minions don't get it, but the
Rare himself gets a rather large bubble aura that slows down any incoming projectiles to a crawl, similar
to the wizard's slow time. There are no other effects other than this. Although seeing your arcane orbs
slow down even more than they typically move is a pain, the monster AI is stupid enough to walk into
the slowed down projectiles after you spam them. It's not rare that a Rare monster with a melee AImindset would eat your ranged attacks like Pac-Man eats pellets.
Ranged attackers, however, like the Fallen Shamen, greatly benefit from this power. With a wall
of constantly respawning Fallen Grunts, they have a wall against projectiles, and once you get past that,
you have to deal with them slowing your projectiles down to a crawl. Melee characters won't have much of a problem against them, since they are not affected, but against ranged attackers, Hells forbid if they
will spawn with shielding and Extra HP.
  • Molten:
+ [Open] +
Because the Burning Hells weren't hot enough, we've got Molten mobs to make up for it. These
assholes are the cause of many of my face-palms. They leave a trail of burning... fire and attack with fire
attacks. If you step into the fire you'll quickly take damage. Not as much as from desecration, but it's
substantial enough to hurt. Also your ass will visibly be on fire. They're also resistant to fire damage. But
most annoying of all, after they die, they leave a glowing orb of fire that grows until it explodes.
That has killed me quite a few times, and is the main reason my monk runs the hell away
whenever I kill anything (hardcore does that). There's a saying here in Romania: "If you get burnt
drinking milk, you'll be blowing air even in yogurt". Although the fire damage from the explosions can be
mitigated by stacking defense gear, killing the minions along with the rare monster in the same place
will cause quite a few of these orbs exploding in your vicinity, making you go down like a noob raider in
a fire.
It makes you feel so stupid when you die because of it too (did get quite a few chuckles out of
me when on mumble though, when playing with others).
Molten enemies are very annoying against melee classes, and the ranged enemy types are even
more annoying in that regard. They will try to kite you, and they leave a trail of liquid fire in their wake.
Good luck not standing in the fire. Even the slightest movement on the part of the mob will cause it to
create another fire patch on the floor, making them a pain to be dealt with by melee classes. Add some
fire chains to that, and you get a very damaging combo for the poor toe-to-toe fighters.
Tip: Don't stand in the fire!
  • Mortar:
+ [Open] +
What is a Mortar... Nothing but a miserable pile of EXPLOSIONS! Despite the fact that the Lacuni
female types in Act 2 already have the same type of attack, Mortar mobs lob 3-4 bombs in an arc
towards your location. Even if the projectile seems to be cast from behind their asses sometimes, the
accuracy they have with these things are something to behold, being able to shoot over ledges, through
impassable terrain and walls, arches and friends, just to blow the hell up of the ground you tread upon.
This affix is Blizzard's proper response to ranged attackers (their words, not mine). Mortars
prioritize ranged attackers to melee ones, and they will simply ineffectively lob explosives over the
heads of close by melee characters when soloed. This will not always happen though - if your back is to a
wall, the mortar shells will land on you, and if the monster which has the affix is large enough, the distance between the middle of the mob and yourself may be small enough to get hit by mortars pointblank.
Because it's a multiple shot attack, it will tear through Force Armor, so watch out, wizards.
Because it's a mortar, it fires from a huge range - even outside the screen, if the monster is on the lower
side of the screen. This may result into some shells surprising you without you having any time to react.
Keep the enemies you're kiting on the upper side of the screen so you'll see them from a longer range!
  • Nightmarish:
+ [Open] +
Nightmarish makes the monsters you fight scary. Literally. Your character will run in terror when
they touch you, like they would have to go to court and show the judge where exactly on the teddy bear
they were touched. Each attack that a nightmarish mob has a chance of sending you running away for a
few seconds before you come back to your senses. Because you don't run away from Diablo, the Lord of
Terror, but you run away from a yellow quillfiend.
Inconsistencies aside, terror is a form of CC - you can break it using a few abilities, but you lose
control of your character otherwise. The duration can be lowered with certain runes and items, and
because there are no diminishing returns when it comes to CC, you can be chain feared if you're
unlucky.
Like any other ability that takes your control away from the character, Nightmarish plays
painfully with stuff like fast and arcane enchanted.
  • Plagued:
+ [Open] +
Similar to desecrator, plagued packs leave pools of green poo on the floor. The difference is that
the damage they do is lower than desecrator, the pools appear under the mobs themselves, the void
zones stack for extra damage and they seem to go away after a much longer time than desecration. In
inferno difficulty they seem to only go away by killing the mob or zoning out for a while.
Plagued is another affix that is easier to deal with the more space you have to play with.
Inherently it does a lot more to **** melee characters up than ranged classes, who might find this affix
rather easy to deal with. Although desecration seems to be actively "cast" (they seem to animate as if
doing something when casting desecration), plague seems to simply appear after a given cooldown,
hence rendering you unable to stop the monster from doing it (it's kinda line incontinence that way).
They also deal poison damage and take less damage from poison, but whatever.
Vortex and Jailer work very well with Plagued, as well as Waller if the mobs don't wall
themselves in like the morons they are sometimes.
  • Shielding:
+ [Open] +
Much unlike the shields in Star Trek, Shielded mobs have an intermittent green shield that
renders them invulnerable while active. You can see the fact that the shield is going to come up by the
greenish tinted glow coming up. The shielded mobs act like they do not exist - you cannot hit them, but
they do dissipate your ranged attacks. Unlike invulnerable minions, they are not CC'able in this state.
The key word in this affix is annoying. Effectively 50% of the time (approximately) the mob
cannot take any damage or be interrupted. Not only can this throw a wrench into your cute tanking
build as you will battle the enrage timer most likely, but not being able to interrupt the enemies will
result in higher incoming damage.
People around here on Reddit think that Shielding / Invulnerable Minions should be abolished
altogether. The fact that I typically skip them on sight makes me agree with that statement.
While there is no real way to deal with these assholes, it's a good idea to look at the mobs that
have had the shield running for a while and wait until it falls off before blowing your load on him (it's a
condom!) and rinse, repeat. You may get lucky and get all 3 to shield themselves at the same time - you
can AoE them if that happens. Good luck though!
  • Teleporter:
+ [Open] +
It's exactly what it says on the tin; Teleporter mobs teleport in and out of combat, taking into
account their distance from the player and their default AI. Melee enemies will teleport right into your
grille, ranged will teleport away sometimes to take pot shots at you. All enemies can teleport, even the
minions of the rare, making them very dangerous to kiting classes.
Jailers and teleporters can use their skills to swarm you, and fast is always a deadly combination.
Truthfully, there is no real way to deal with teleporters except killing them where they stand. The
teleport seems to have an internal cooldown, so they won't teleport the moment they land once again.
Taffer says that Fire Chains with Teleporter is a nasty combo, and I agree. As I said before,
enemies will still use their default AI when teleporting, and fire chains mobs will want to swarm you so
you're in the middle of the mob pack, leading to a swift fiery death.
Elsewhere on reddit I've been reminded of the fact that Mortar seems to work badly with
Teleport, as the enemy would teleport right in front of a player and fire the mortar innefectively over
the player character.
  • Damage Reflection:
+ [Open] +
A killer of glass cannons, Damage Reflection is damage applied to you as a percentage of what
damage you have dealt. Running a glass cannon implies having very high damage with low health and
resistances (duh!). Throwing a few high damaging arcane orbs in the middle of a pack of damage
reflection monsters may lead you to kill yourself.
Aside of that, it's a simple affix that is mostly attrition damage. It will not affect you very much if
you're tanky or at least have a sizeable amount of health, but it will still hurt if you AoE the crap out of
groups of Damage Reflection mobs.
I'm not sure about this (Taffer says he believes it's true) but Vampiric mobs may get healed from
the damage applied to you from Damage Reflection. Basically attacking the enemy will heal him.
Anyways, Extra HP makes fighting Damage Reflection packs a long battle of attrition, where you
will have to search for globes or pots to stay alive.
  • Vampiric:
+ [Open] +
Vampiric mobs are simple enough - they heal when they deal damage. That's any damage they
deal: attacks, spells, spell aftereffects, molten fire, plagued poo or desecration or ice explosions.
Because they heal with any damage they do, they seem to glitch out rather frequently - damage dealt to
NPCs, even unkillable ones, will make them heal continuously, especially in combo with Plagued.
Another glitch seen on the Reddit here is the fact that your companions can die in pools of poo
that a vampiric mob makes and still take damage from it while in a downed state. That makes the mob
heal itself continuously.
As a personal observation, Vampiric mobs seem to regen their health when left alone faster too,
but that may be just me.
  • Vortex:
+ [Open] +
Vortex works as some sort of reverse knockback. Instead of making you fly away from the mob
in question, vortex sucks you in towards the mob. This ability seems to be very susceptible to the
environment, as you will not vortex through a mob when there is an obstacle in the way, even if the
mob will try doing that.
Vortex has a nasty tendency to pull you into nasty stuff like the painful beam of an Arcane
Enchanted pack, the ice globes from the Frozen mobs, right into the clutches of a fast mob, or into
gooey plagued ground or desecration. Although simplistic in nature, Vortex is a very dangerous ability
that affects all members of the party at once, so beware.
  • Waller:
+ [Open] +
Waller packs form indestructible earthen walls in certain patterns depending on what kind of
special pack they are. Rare mobs will not give this ability to their minions, and will usually create an
arena that will box you in on 3 sides, with the only side open towards the enemy. Champion packs will
only create singular walls, designed to either block your progress towards a mob, block your escape, or
block your ranged attacks. The AI used by wallers is seemingly random, but even so, it's rather effective
in blocking itself in.
In addition, the walls of the Rare monster may arrange in a weird way, since they will not clip
through impassable terrain.
Arcane enchanted and Frozen enemies work well with the Waller affix because of the area
denial involved in the skill.
I like wallers - they're much more interesting than most of the affixes, and can lead to a few
funny moments.


Terrain Abuse
+ Show +

More tips and tricks unrelated to rare mobs:

Terrain Abuse
Having trouble facing elite packs? (blues) Time to abuse terrain! Many of these only work for ranged classes though. Some of these I discovered by chance, some out of frustration (After wiping forever), some from experience.

Door Abuse
Some dungeons have doors that allow you to shoot through them though they're close (they have a grill). The problem is you need something on the other side to be able to shoot there, so what I did was have my Wizard ally place a hydra in the other room and we stood at our side and just happily shot away as the monsters run against the closed door.

Entrance Abuse
This is a lot more time consuming but it works. Works better with a knockback of some sort.
After kiting the elite mobs to the entrance of a dungeon, knockback, fire your last salvo, click on the entrance to exit the dungeon.
Go back in, (knockback), fire a few more shots, exit again before getting hit.
Rinse and repeat until mob dies.

Stairs Abuse
It's hard to find these spots but there are a few around. After kiting back down some stairs, run into the 'joint' of the stairs (imagine where a Terran would trap a Marine in when he places a bunker there) and shoot from there.
Some stairs are buggy and the mobs will just run like idiots and not come down the stairs while you can shoot them from below. (Most stairs you can't shoot them from there)

Gap in a circle abuse
In the Kulle Boss fight (thanks Massacrism!), the room is shaped like a circle, with the centre of the circle being a big hole. The top left of the circle has a small platform protruding towards the centre of the circle and the bottom right having this similar protrusion towards the centre.
What I did was stand at one of the protrusions, and kited the boss such that he was standing at the other protrusion. Thus with the empty space in between us, I just stood there and shot him till he died.
(Sorry if this description sucks! Hard to visualize, I know)

There are other variations of this gap in the circle as many dungeons have such a design with a big gap/chasm in the middle of the room that allows you to kite round. Some allow you to get the mobs stuck on the opposite site as you shoot away from the other side.

Door Blocking
It's also worth noting that if you kite enemies back to a doorway and position your follower (when solo, obviously) correctly, he can block the doorway entirely, preventing any enemies from getting through, and you can happily nuke them from behind him. The templar literally never dies (edit: he dies easily in Inferno, but this blocking trick does still work to some extent), so he's pretty awesome for this. It's an easy technique to master, you just need to run through a door, pull the enemies, and then run back through - about 2 steps deep - and he'll stop in the doorway. Also note that the Wizard's secondary Archon attack (Beam) goes through walls, which can be pretty freaking helpful. (Dox)


Treasure Goblins
+ Show +

Contributed by Cyanide from a source on Bnet!
Apparently different Treasure Goblins drop different kinds of loot. Scroll down to Summary if you don't care about his trials.
+ [Wall of text + Test results] +
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 Bandit (White Bag, grey skin) - ~509,692 HP:

Trial #1

x8 magic items (one dropped while being hit; four of these items were secret tomes)
~680 gold

Trial #2
x6 magic items (three of these were secret tomes)
~800 gold

Treasure Goblin (Gold Bag, grey skin) - ~508,336 HP:

Trial #1

x3 magic items (one secret tome)
x1 yellow item
~400 gold

Trial #2

x3 magic items (one secret tome)
x1 yellow item
~900 gold

Trial #3
x5 magic items (one droppped while being hit; two secret tomes)
x1 yellow item
~1200 gold

Trial #4
x2 magic items
x1 yellow item
??? gold (got picked up before recording)

Trial #5
x5 magic items (one secret tome)
~750 gold

Trial #6
x3 magic items
~1200 gold

Treasure Seeker (Brown Bag, red skin) - ~510,000 HP:

Trial #1

x3 magic items (one secret tome)
x3 gems (two flawless square, one square)
~500 gold

Trial #2
x3 magic items
x2 gems (two flawless square)
~1000 gold

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.


ZiggyD's Auction House Tips
+ Show +
ZiggyD has done a couple of great videos on the auction house.

Some of the most valuable affixes for gear on the AH:
  • Magic find: Max 20% on most gear, 40% on Amulets
  • Increased Attack Speed on Rings, Ammys and Gloves
  • Cold Damage on Bows
  • All Resist + A Specific Resist [Esp. for Monks]
  • + Armour for Barbs
  • Sockets, esp. on Helmets, High DPS 1H Weapons, Off-hands (Quivers, source, mojo).
  • Life on Hit: ESPECIALLY on fast AS 1 handers.
  • Crit Hit Chance and Crit Damage for Rings, Ammys Gloves and Off-hands have kinda overtaken IAS. Crit Hit Damage on Weapons

Video: The Most Valuable Stats on the AH
Video: The Most Valuable Stats on the AH

Bidding Tips for the RMAH and GAH

You can check if a bid is real or not by trying to bid on an item yourself. If the auto bid is the same then there is no bid. If your auto bid is different then the bid is real.

This has a few uses:
  • Check whether the lister is just being cheeky with a real looking bid amount.
  • Check what prices people are willing to pay for things
  • Know if you need to wait to snipe an item or whether you can just bid now. (Avoid notifiying other bidders and engaging in a bid war).

Bidding Tips and Insights
Bidding Tips and Insights


Highlander's Guide to Utilizing the RMAH
+ Show +
Hi guys,

I've had some ongoing success on the RMAH, in particular with flipping items.

Whilst flipping per se is against the terms of use, it's not hard to make money with the same philosophy as long as you use the items a bit along the way.

I made a video explaining the process I go through as well as key concerns which you can find here:

You Tube
You Tube

If you suffer from standard Gen Y and younger impatience, there is a table of contents posted in the user comments too. I cover some other local issues as well, like AUD RMAH vs USD RMAH, for the purposes of flipping.

Here is a summary:

SUMMARY

Flipping is the buying of items with a view to resell for profit.

Items can be flipped on an auction house for profit. All you need is:

•Some capital: Can be in game items, gold or $20 on your credit card.
•Sufficient in-game knowledge to understand item system: I'd recommend being level 60 and having Inferno experience.
Flipping works because the Diablo auction houses are unsurprisingly inefficient.

However, flipping is against the Terms of Use for the RMAH, so you need to be mindful of this. You can still buy and sell items, but instead you can use them for a time. Consider it like renting the item... except you make money. In doing so however, don't take too long, as the broader item economy is continually devaluing very quickly in real money terms over time.

This video address key concepts of

1) Buy cheap but sell fair

As the buyer, you have total control over the purchase. Use this control to snipe cheap items. When selling items, sell at a fair price or slightly less, failure to get this right can tie up your capital for 36 hrs (or six months in gamer years).

2) Identifying key price points

Looking for a bargain is best done by sticking to relatively stable, predictable items in consistently high demand.

Look for 'key' or 'Must have' stats. The simplest one here is DPS on weapons, but it could be life on hit, attack speed on gloves/rings, movement speed on boots, etc. Can also include a combination, such as DPS with +300 life on hit. This will change, but the principal remains the same.

Search for these at levels where things just can't be found. For example, you simply cannot find a 900 dps one hand weapon below $20. Once you have identified stats and levels that cannot be found at a particular price point, keep raising the price point until they appear. This is easily if an item and stat is regularly traded.

If a new item is posted below that point, it'll disappear within an hour or two. THAT is where you know things are actually selling at those levels. At or just below that point is the optimal sale price.

This is the price (less $1 fee) that you need to beat when trying to snipe items.

By sniping items at a bargain, and selling for a low price that is still fair, you maximise your turnover and reduce the time inventory ($s worth of items) is inaccessible to you for reuse. Remember, you don't make money from listing items, only from selling items.

Some useful stats and combinations I've found useful include:

•DPS on weapons: Many seem to assume that the DPS on weapons are all equal, 900k DPS on a mace = 900 dps on a dagger. However, in that case, a dagger will have a higher attack speed, which helps out anyone using life on hit, will help out anyone using a mojo/source as they will get to add the offhand damage more often and helps everyone with mobility.
Similarly, because critical hit damage or increased attack speed are already calculated into the dps of a weapon, it seems that these get ignored.

•I also find stats that are 1% below the maximum but have complimentary useful stats can often present good value.

3) Keep checking and snipe bargains

Now, just take note of a few points and keep checking on them. If you see a 900 dps weapon pop up for sale below $20, grab it!

When visually searching these item lists, look by the time of the listing. If a listing shows it has 1 day, 11 hours remaining, it has only recently been posted. That might be worth grabbing. If an item hasn't been purchased after it's first 12 hours of being listed and it has less than a day to go, it's unlikely worth getting.

Other useful tips:

•Items with no buyout price or a stupid (eg: $250 when clearly worth less) buyout price can also present good value for bargains as these are found in search results less often. However, bidding well before close of auction can tie up your capital.

•Using a Battle.Net balance can speed up processing times and reduce ongoing costs (no taxes or % based fees) as opposed to Paypal. If you want to cash out, you just need to flip your items one last time.

•GAH is far less predictable and the minor RMAHs (eg Non-USD, non Euro) have less volume of trade which makes for more volatility as well. This means more opportunity, but also less predictability.

•This is not a risk free strategy, you will occasionally make mistakes. I recommend you try to keep this lower through smaller more frequent transactions, especially until your confidence grows.

The big risk in this is that you can get screwed. A rapid shift in the metagame, or more likely a patch, could significantly reduce (or to be fair, increase) the value of your inventory. Beware scheduled maintenance! Try and cash items out before any scheduled maintenance if you can do so without undercutting yourself hard.

If you have any questions, please pop them in here. I think a lot of people have really varied experiences with the AHs, but with a consistent approach and in-game know-how there is money to be made by anyone really.


Item Level a.k.a iLvl Explanation
+ Show +


Quote:
It is one piece of what determines an item's "budget". You can think of an item as a blank slate, and by placing specific labels on it that have pre-determined "costs" the item essentially has a number of points it can then "spend on itself". The game will say "This is an ilvl 63 rare set of gloves". Those labels determine what affixes it can have, its maximum and minimum ranges, as well as damage, speed, armor, etc. Essentially every part of the item is determined by its type (common, magic, rare, legendary), what kind of item it is (head, chest, sword, etc.) and item level. Crafted, Legendary and Set items follow the same rules, but can have set affixes on them that don't change but still have a range to roll.

Item's also have broad ranges, and will overlap. The below concept of that overlap is in no way accurate or indicative of anything at all, except to illustrate the overlap.

Completely made up power scale that has no basis in anything:

<--------ilvl61-------->
<--------ilvl62-------->
<--------ilvl63-------->

I'm probably missing something in there, but that's the basic gist. We're working on adding a ton of the more nitty gritty game design specifics to the Game Guide up-top. We're shooting for something not too unlike the old Arreat Summit to detail systems and the inner workings of the game, which should help with this specific question as well.
Sauce


A Guide to Getting the Staff of Herding (Whimsyshire/Ponyland)
+ Show +
Found some useful information amidst the junk in the Bnet forums. I cleaned it up to make it easier to read as well.

Whimsyshire (Cow Level) Guide

Black Mushroom (Act 1)
Quest: A Shattered Crown, Begin Quest
Location: Cathedral Level 1
Waypoint: Cathedral Garden
Instructions: Enter through Cathedral or Leoric's Passage backwards
Spawns: Usually near circle centre of map or bottom L-shape room on map
Item description: Glowing white pile with purplish fumes
Difficulty: Very Easy
Estimated Runs Needed: 2-5

Leoric's Shinbone (Act 1)
Quest: Imprisoned Angel, Begin Quest
Location: Leoric's Manor
WP: Leoric's Manor
Instructions: Run backwards from waypoint up the stairs
Spawns: After going DOWN stairs enter the East room
Item description: Click on BURNT LOGS in fireplace
Difficulty: Easy
Estimated Runs Needed: 5-10

Liquid Rainbow (Act 2)
Quest: Blood and Sand, Begin Quest
Location: Dahlgur Oasis, Mysterious Cave Level 1
Waypoint: Path to the Oasis (best) or Dahlgur Oasis
Instructions: Follow southern edge of map.
There are two Florida (like I know what Florida is shaped like =/) shaped locations where cave may spawn
Spawns: When Zaven the Chemist merchant spawns, he will open the entrance
Item description: Look for the MYSTERIOUS CHEST in Level 1. May not spawn.
Difficulty: Hard
Estimated Runs Needed: 5-10 (Not only do you need the Cave to spawn, you need the chest to spawn too.

Wirt's Bell (Act 2)
Quest: A Royal Audience
Location: Caldeum City
Waypoint: N/A
Instructions: Purchase under Miscellaneous (potions tab)
Spawns: Squirt the Peddler (merchant)
Item description: 100,000 Gold, you can't miss it!
Difficulty: Easy peasy, lemon squeezy

Gibbering Gemstone (Act 3)
Quest: Siege Breaker
Location: Fields of Slaughter
Waypoint: Bridge of Korsikk
Instructions: Locate Caves of Frost Level 1
If the cave doesn't spawn very close to the waypoint, remake your game by leaving the game and resuming.
Commonly found immediately east or west of waypoint
If you see Icefall Caves, remake the game.
Spawns: Caves of Frost Level 2
Item description: Small white amulet that drops from the Unique Boss CHILTARA. Chiltara spawns in Level 2
Difficulty: Very Hard
Estimated Runs Needed:15-20. Need the cave to appear, and Chiltara has a low spawn rate.

Plan: Staff of Herding (Act 4)
The plan has a chance to drop from Izual
You can also upgrade the staff via the Merchant that sells potions in Act 4 but only AFTER killing Izual in that difficulty.

Finding the portal location (Act 1)
Take the Staff up Old Tristram Road
Go to the gate Southeast of New Tristram
Follow the path
Just outside gate you will find the Cow King's Skeleton
Talk to the Cow King's Ghost to enter WHIMSYSHIRE
A rainbow pit will appear for you to enter
Let the culling begin

Source: http://us.battle.net/d3/en/forum/topic/5152413772


Have a tip or trick? Share it in this thread!

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 nirvAnA:  

Last edited by Cyanide; Mon, 9th-Jul-2012 at 5:35 PM.
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Unread Sat, 19th-May-2012, 1:48 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 2
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scouting = magic find
agony = dmg (e.g 2-4dmg)
mind = +int

wild/feral = +dex and vit if i'm not wrong.

Last edited by Cyanide; Sat, 19th-May-2012 at 2:20 AM.
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Unread Sat, 19th-May-2012, 3:26 AM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,592 # 3
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Although a lot of people found this out, it's important to let everybody know that you never actually lose your gems.

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.

In fact the only way to lose gems is to sell the item for gold at a merchant!

Quick Comments
 AyuTrex:  
Thanks buddy, I didn't know that. Now I can use my gems without worrying about wasting them. :)
 lolwut:  
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Hope these haven't already been mentioned:
+ [QUOTE] +
Quote:
Originally Posted by ToRBaldie View Post
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.
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On Hardcore, the frequency and quality of rare items & gold is reduced significantly, so make sure you pick up, salvage and sell EVERYTHING. Frequent trips back to town are common. HC only gives about 30% as much as regular.
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Unread Sun, 20th-May-2012, 9:43 AM BnetId: ZIGGYD 279  Race: Location: Australia  Total Posts Made: 225 # 6
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Quote:
Originally Posted by Dox View Post
On Hardcore, the frequency and quality of rare items & gold is reduced significantly, so make sure you pick up, salvage and sell EVERYTHING. Frequent trips back to town are common. HC only gives about 30% as much as regular.
Although this is good advice for HC as it will maximise your survivability there are actually no drop rate changes for HC over SC. Everything is the same except for permadeath. The only other real difference is that the auction house has less items because there are less players overall (and because they lose their gear on death).

No benefits to HC mode beyond the adrenaline and your own enjoyment, which I am just fine with.
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Unread Mon, 21st-May-2012, 10:51 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 7
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Originally Posted by ZiggyD View Post
Although this is good advice for HC as it will maximise your survivability there are actually no drop rate changes for HC over SC. Everything is the same except for permadeath. The only other real difference is that the auction house has less items because there are less players overall (and because they lose their gear on death).

No benefits to HC mode beyond the adrenaline and your own enjoyment, which I am just fine with.
Eh? My SC char had 400 essences and 200 teeth with 120,000 gold half way through Act 3. My HC char only had a fraction of that by the end of the entire game. And I crafted heaps of gear / levelled up my Blacksmith on my SC char, but didn't spend a dime on anything except repairs on my HC char. There are really glaring differences when you compare two characters with the same amount of time invested at the same stage of the game. It's not just like a small disparity... It's like a difference of over 80,000 gold and several stacks of salvaged materials.
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Unread Mon, 21st-May-2012, 8:56 PM BnetId: ZIGGYD 279  Race: Location: Australia  Total Posts Made: 225 # 8
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Eh? My SC char had 400 essences and 200 teeth with 120,000 gold half way through Act 3. My HC char only had a fraction of that by the end of the entire game. And I crafted heaps of gear / levelled up my Blacksmith on my SC char, but didn't spend a dime on anything except repairs on my HC char. There are really glaring differences when you compare two characters with the same amount of time invested at the same stage of the game. It's not just like a small disparity... It's like a difference of over 80,000 gold and several stacks of salvaged materials.
The only difference I can think of that would explain that is that maybe you were running a lot less MF on HC (which is smart). Or just bad luck with your HC character. The overall 'poorer' economy in HC GAH may have something to do with it too if you have been using the GAH at all.

Can't find a blue post to confirm but there has never been anything to say that there are different drop rates between SC and HC. It is also generally held that there are no other differences besides permadeath. It was also the same in D2.

I am a lot poorer in my HC game too but mainly because I run as little MF gear as I can find. I also don't take risks for treasure like Goblins etc.

It's interesting how it all pans out though.
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Unread Sat, 19th-May-2012, 5:20 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 9
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For Wizards I find the two most important stats are of course intelligence as a multiplier for your DPS and vitality since many items give an additional stat as well. If im not wrong strength and dexterity and basically useless for wizards so you might as well get that life modifier and a single item can end up giving you a few k life.

Auction house > search equipment > set stats intelligence & vitality (dont really need to specify a minimum
set item type to rare
also set max buy to 15,000 ( im level 47 and a cheapskate!) you can already get a ton of good shit no need to overpay 30k for the same thing
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Unread Sat, 19th-May-2012, 10:33 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 10
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Quote:
If im not wrong strength and dexterity and basically useless for wizards
The armor/dodge would certainly come in handle at hell difficulty and up. Of course direct armor would be better, but sometimes you can't avoid the stupid itemization in the game :S

didn't know you retain your gems after salvaging!
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Unread Sat, 19th-May-2012, 10:35 AM BnetId: tbhInsom.320  Race: Clan: 2bh  Location: Sydney  Total Posts Made: 117 # 11
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Protip: Dont join dox games in hc. He gets you killed ;_____;

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Unread Sat, 19th-May-2012, 10:49 AM BnetId: MrZain.885  BattleTag: Mr_Zain  Race: Clan: TA  Location: Australia, NSW, Sydney  Total Posts Made: 134 # 12
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My biggest tip would be to always travel in a group of at least 2. You will get twice the chance of good drops, monster agro is split so you both get the DPS. The monsters are harder so you get a better chance of good drops. There really isn't a disadvantage from rolling around with people your level so get on that sc2sea diablo list and add everyone!!!!
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Unread Sat, 19th-May-2012, 11:09 AM BnetId: rLsSkrawl.768  Race: Location: Adelaide, Australia  Total Posts Made: 107 # 13
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Buy your crafting materials from the auction house and sell your blues to the vendor, it only costs around 500 gold to buy about 20 of the crafting materials, thats about as much as 3 blues sold to the vendor.

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boss
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I didn't know this! I'm always short of craft!
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beat me to it
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Unread Sat, 19th-May-2012, 11:47 AM BnetId: MrSandman.185  Race: Location: Sydney  Total Posts Made: 69 # 14
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For hardcore players I've noticed some hotspots for death in act 1.

The Khazra Den is especially dangerous for parties as it is easy to be separated (barbarian leap, monk teleport) and then isolated with powerful enemies. Watch out for the spear throwers as well.

Later on just before the fight with The Warden make sure to clear as many enemies as you can from the surrounding area. If you need to retreat to heal, restore cd's then you may be swamped as he jails you and then a horde catches up.

Other than that, remember to check the auction house occasionally for awesome deals. I tend to find some very nice weapons and armour for under 5k gold.
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Unread Sat, 19th-May-2012, 3:42 PM BnetId: TABottles.446  BattleTag: 6589  Race: Clan: TA  Location: Tasmania, Australia  Total Posts Made: 430 # 15
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If you're stuck on Diablo in normal mode and you have no gold left from numerous repairs and potion purchases hit up iinsomlol and he'll co-op with you. Thanks mate lol!

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always here too help :)
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Unread Sat, 19th-May-2012, 7:43 PM BnetId: ToRMaverick.466  Race: Clan: ToR  Location: Bundaberg, Qld, Aust.  Total Posts Made: 373 # 16
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ELECTIVE MODE ON!!!!!!!

For the love of god, why has nobody pointed out there is an Elective Mode in the options.

Basically, this allows you to bind ANY of your skills to ANY of the keys. Opposed to having to use one skill from each set group. I had a totally useless hotkey that I can now bind another OP secondary skill to. SWEET!

Also you can remap the skills to make it easier during battle... for example I can map them in such as way that I press 1,2,3,4 to gain max damage etc rather than having to press 2,4,1,3. So its totally customisable....

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w/out elective mode...i woulda cried so hard :p
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Unread Sat, 19th-May-2012, 8:04 PM BnetId: ToRMaverick.466  Race: Clan: ToR  Location: Bundaberg, Qld, Aust.  Total Posts Made: 373 # 17
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EASY MONEY!!!!!!!!

Auction House baby, Auction House! Thats all I am going to say... other than the fact that there will always be dumb asses and people willing to capitialise on it.
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Unread Sat, 19th-May-2012, 9:32 PM BnetId: SC2: Delraich # 349  Race: Clan: ToR  Location: Perth, Australia  Total Posts Made: 314 # 18
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I am still very curious about AH opportunities. At 20-25g for subtle essence and fallen tooth, this just sounds soooo cheap. I have no idea what to do with it (I have been slowly buying myself a stack here and there so that I can stock up on the stuff in moderate amounts) but surely with all the planning that has gone into this game they must have worked out what players would do with the truck loads of this stuff that is currently filling the AH in droves. My gut feeling is that when people finally work out what to do with it, the price should go up alot. Time will tell I guess.
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Unread Sat, 19th-May-2012, 9:58 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 19
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doubel post oops

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Unread Sat, 19th-May-2012, 11:17 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 20
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Not sure how many don't know this, but you can hold Shift to fire from the spot without moving without a target. Very useful when kiting and you don't want to misclick in the wrong direction.


and @Delraich I highly doubt there will ever be a market for those, they are just too easily acquired. At most it'll be the hardcore players who get it to craft gear, but then again ... it's just too easy to get!

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Unread Tue, 22nd-May-2012, 9:07 AM BnetId: FaDeHalstrom.629  Race: Clan: FaDe  Location: Melbourne, Australia  Total Posts Made: 91 # 21
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Quote:
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Not sure how many don't know this, but you can hold Shift to fire from the spot without moving without a target. Very useful when kiting and you don't want to misclick in the wrong direction.
If you are a ranged class and you are like me, you'll love to use this ability to stutter step kite. Try rebinding the key to your spacebar though. It allows you to use your thumb much more easily than your pinky finger, and space isn't used for anything important.

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.

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Unread Tue, 22nd-May-2012, 9:22 AM BnetId: tbhInsom.320  Race: Clan: 2bh  Location: Sydney  Total Posts Made: 117 # 22
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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!
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Unread Sat, 19th-May-2012, 11:26 PM BnetId: Reere.741  Race: Clan: Hybree  Location: Taiwan  Total Posts Made: 469 # 23
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If you have a friend you play with regularly, have one of you max out Jewel, and the other Blacksmith first. Just makes it faster going down both routes~
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Unread Sun, 20th-May-2012, 2:40 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 24
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What Maverick said!! Elective mode is super awesome.

I play Wizard and right now I have 3 skills in the same category. Elective mode lets you cast all 3 in the same category whenever you want.

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I dont know how I got througt to Nightmare without this now.. ROFL!
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Unread Sun, 20th-May-2012, 9:42 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 25
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Auction House pro tips.

1. Arbitrage - If you see a piece of gear that is really good and really cheap, don't think about it, just buy it and resell it. Chances are, you'll make a profit. If you wait, it'll be gone real quick.

2. If you find a rare item. Ask yourself if you would use it if you were any other class (if you can't use the gear yourself). If the answer is yes, there will be someone who would like it too. Easy money.

3. Not sure how much your rare is worth? That's what the filters are for! Select the stats that are highest in the gear. So even if there are 7 magical properties on it, just pick out the best 3 that defines the gear. Most likely you'll find something similar and you can start comparing prices and undercutting your competitors. Any gear found on your dungeon crawls is a definite profit, don't worry about getting the best price.

I've sold gear for 250k (212k after the 15% cut), so it's really really easy money. The search function is your best friend for scouting your competition.
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Unread Sun, 20th-May-2012, 8:44 PM BnetId: nRvBard.924  Race: Location: Adelaide  Total Posts Made: 458 # 26
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Against melee elites with "Invulnerable minions" try and pull them into a choke so that only 1-2 can hit you at once while you focus down the main guy. Obviously works for any normal elite melee pack if you are struggling with dealing with all 3. I used this alot on Inferno ^^
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Unread Mon, 21st-May-2012, 7:26 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 27
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some basic info about magical creeps

molten = shoot fire grenades and spread fire wherever they walk. they normally explode when they die, DH/WIZards stay away!
vortex = pulls you into them
arcane enchanted - drops those deadly arcane lasers
immune = as bard explained on top. really hate these!
frozen - cast those irritating freeze balls
waller - those imba forcefield walls!
plagued - that green stuff? a lot weaker then molten
nightmare - no idea! cast fear?
vampiric - gain life after attack?
teleporters - self explanatory
chain = the most annoying, especially solo. having to fight like 3-4 mobs that stick together in a chain

sometimes if they have too imba a mob combo we just skip it, or lure it to another part of the map we wont pass rather then waste time killing it. we dont get more exp for the more deadlier the combo t.t

other tips (ty cyanide)

tyrael = retard who will pull creeps for u, prepare for that. he and the templar follower will struggle to kill a pillar / fire trap, dont expect anything from them
spawning mobs = some guys like cain on silver spire level 2 will spawn a creep which gives nothing when u talk to him. dont talk to him!

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can't tell you how many times i've died to molten elites..
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also shielding (you combined shielding and immune minions i think), jailer, horde
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Unread Mon, 21st-May-2012, 8:19 AM Who's Who:   BnetId: asrathiel.926  BattleTag: Asrathiel#1448  Race: Clan: mGG  Location: Sydney  Total Posts Made: 1,270 # 28
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If you use the Enchantress follower, and give her the hex ability... sometimes she turns you into a chicken. True story.

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rofl wtf
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Unread Mon, 21st-May-2012, 8:34 AM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 29
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Click Click Click Click Click Click Click Click Click Click Click Click Click Click Click Click Click Click

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Unread Mon, 21st-May-2012, 9:03 AM BnetId: nRvBard.924  Race: Location: Adelaide  Total Posts Made: 458 # 30
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You forgot some nirvana!

Horde - Elite has 2x more minions, this is extremely brutal when combined with Invulnerable minions

Desecrator - Spawns a fiery patch on the ground which does extremely heavy damage, avoid at all costs!

Electrocute? - When hit the unit will spawn little electric bits that do damage. Impossible to dodge as a melee which makes this ability tough at later stages.

Extra Health - Obviously unit has more health!

Health Chain - Units will share damage when linked making it very hard to single target one down

Fire Chains - Units spawn a chain between them, being hit by this chain does large damage

Fast - Unit is faster than normal, this is actually my most hated ability as when you combine it with Fire chains+molten and a ranged mob that kites you literally cant do shit as a melee

Knockback - Unit has an attack that will knock you back and then slow you.

Missile Dampening - As a monk this does jack shit, im guessing it lowers the damage of ranged attacks? lol

I think theres one more that I've forgotten ^^

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Last edited by x5_Bard; Fri, 25th-May-2012 at 10:25 AM.
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Unread Mon, 21st-May-2012, 9:20 AM Who's Who:   BnetId: Torniquet.299  Location: Sydney, Australia  Total Posts Made: 380 # 31
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I think theres one more that I've forgotten ^^
Avenger. ....
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Unread Mon, 21st-May-2012, 9:07 AM Who's Who:   BnetId: asrathiel.926  BattleTag: Asrathiel#1448  Race: Clan: mGG  Location: Sydney  Total Posts Made: 1,270 # 32
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Does the vampiric one steal abilities, or just regen? Cos I took aaaages to kill one of those the other day, and I had a regen mantra on, and it seemed that once I turned it off I actually started to get somewhere with him. He was a desecrator too, so every time I moved away to get out of the red stuff, he'd get full life back again!
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Unread Mon, 21st-May-2012, 9:21 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 33
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What does avenger do?
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Unread Mon, 21st-May-2012, 9:23 AM BnetId: nRvBard.924  Race: Location: Adelaide  Total Posts Made: 458 # 34
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Avenger - When one mob dies the other gains increased attack. Not really a problem since the mobs autoattack never really does that much damage anyway. Can be an issue with a heavy hitting melee mob+vampirism and fast
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Unread Mon, 21st-May-2012, 10:37 AM BnetId: tbhInsom.320  Race: Clan: 2bh  Location: Sydney  Total Posts Made: 117 # 35
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protip, dont login to your hc toon drunk. And if you do, msg dox cause he'll tell you too get off xD

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Unread Mon, 21st-May-2012, 10:52 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 36
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Some more elite mobs that you guys missed out which are those that I actually hate a lot:

Jailer - casts a root that locks you in place. When coupled with Jailer+Mortar it's pretty gay. Root, lobs bombs that 2-3 shot you. GG.

Shielding - Periodically puts up a shield that makes them immune to all damage. Very gay when coupled with Extra Health and a strong damaging skill that requires kiting (e.g. Mortar), and you can end up kiting forever

Mortar - Lobs fire grenades at you. Does like 20k damage in one volley (from all 3 of them) so be sure to duck. (different from Molten and Desecrate)

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 TABottles:  
Mortar + Jailer GGNORE

Last edited by crAzerk; Mon, 21st-May-2012 at 10:54 AM.
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Unread Mon, 21st-May-2012, 11:05 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 37
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More tips and tricks unrelated to rare mobs:

Terrain Abuse
Having trouble facing elite packs? (blues) Time to abuse terrain! Many of these only work for ranged classes though. Some of these I discovered by chance, some out of frustration (After wiping forever), some from experience.

Door Abuse
Some dungeons have doors that allow you to shoot through them though they're close (they have a grill). The problem is you need something on the other side to be able to shoot there, so what I did was have my Wizard ally place a hydra in the other room and we stood at our side and just happily shot away as the monsters run against the closed door.

Entrance Abuse
This is a lot more time consuming but it works. Works better with a knockback of some sort.
After kiting the elite mobs to the entrance of a dungeon, knockback, fire your last salvo, click on the entrance to exit the dungeon.
Go back in, (knockback), fire a few more shots, exit again before getting hit.
Rinse and repeat until mob dies.

Stairs Abuse
It's hard to find these spots but there are a few around. After kiting back down some stairs, run into the 'joint' of the stairs (imagine where a Terran would trap a Marine in when he places a bunker there) and shoot from there.
Some stairs are buggy and the mobs will just run like idiots and not come down the stairs while you can shoot them from below. (Most stairs you can't shoot them from there)

Gap in a circle abuse
There is a boss before Belial that takes place in a room that looks almost the same in design.. can't remember which one. But the room is shaped like a circle, with the centre of the circle being a big hole. The top left of the circle has a small platform protruding towards the centre of the circle and the bottom right having this similar protrusion towards the centre.
What I did was stand at one of the protrusions, and kited the boss such that he was standing at the other protrusion. Thus with the empty space in between us, I just stood there and shot him till he died.
(Sorry if this description sucks! Hard to visualize, I know)

There are other variations of this gap in the circle as many dungeons have such a design with a big gap/chasm in the middle of the room that allows you to kite round. Some allow you to get the mobs stuck on the opposite site as you shoot away from the other side.

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 EveMassacrisM:  
Was gonna post about the gap. It is the Kulle Boss fight.
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Unread Mon, 21st-May-2012, 11:10 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 38
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Quote:
Originally Posted by crAzerk View Post
More tips and tricks unrelated to rare mobs:

Terrain Abuse
Having trouble facing elite packs? (blues) Time to abuse terrain! Many of these only work for ranged classes though. Some of these I discovered by chance, some out of frustration (After wiping forever), some from experience.

Door Abuse
Some dungeons have doors that allow you to shoot through them though they're close (they have a grill). The problem is you need something on the other side to be able to shoot there, so what I did was have my Wizard ally place a hydra in the other room and we stood at our side and just happily shot away as the monsters run against the closed door.

Entrance Abuse
This is a lot more time consuming but it works. Works better with a knockback of some sort.
After kiting the elite mobs to the entrance of a dungeon, knockback, fire your last salvo, click on the entrance to exit the dungeon.
Go back in, (knockback), fire a few more shots, exit again before getting hit.
Rinse and repeat until mob dies.

Stairs Abuse
It's hard to find these spots but there are a few around. After kiting back down some stairs, run into the 'joint' of the stairs (imagine where a Terran would trap a Marine in when he places a bunker there) and shoot from there.
Some stairs are buggy and the mobs will just run like idiots and not come down the stairs while you can shoot them from below. (Most stairs you can't shoot them from there)

Gap in a circle abuse
There is a boss before Belial that takes place in a room that looks almost the same in design.. can't remember which one. But the room is shaped like a circle, with the centre of the circle being a big hole. The top left of the circle has a small platform protruding towards the centre of the circle and the bottom right having this similar protrusion towards the centre.
What I did was stand at one of the protrusions, and kited the boss such that he was standing at the other protrusion. Thus with the empty space in between us, I just stood there and shot him till he died.
(Sorry if this description sucks! Hard to visualize, I know)

There are other variations of this gap in the circle as many dungeons have such a design with a big gap/chasm in the middle of the room that allows you to kite round. Some allow you to get the mobs stuck on the opposite site as you shoot away from the other side.
It's also worth noting that if you kite enemies back to a doorway and position your follower (when solo, obviously) correctly, he can block the doorway entirely, preventing any enemies from getting through, and you can happily nuke them from behind him. The templar literally never dies, so he's pretty awesome for this. It's an easy technique to master, you just need to run through a door, pull the enemies, and then run back through - about 2 steps deep - and he'll stop in the doorway. Also note that the Wizard's secondary Archon attack (Beam) goes through walls, which can be pretty freaking helpful.
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Unread Mon, 21st-May-2012, 12:18 PM Who's Who:   Total Posts Made: 877 # 39
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Quote:
Originally Posted by Dox View Post
It's also worth noting that if you kite enemies back to a doorway and position your follower (when solo, obviously) correctly, he can block the doorway entirely, preventing any enemies from getting through, and you can happily nuke them from behind him. The templar literally never dies, so he's pretty awesome for this. It's an easy technique to master, you just need to run through a door, pull the enemies, and then run back through - about 2 steps deep - and he'll stop in the doorway. Also note that the Wizard's secondary Archon attack (Beam) goes through walls, which can be pretty freaking helpful.
Your templar doesn't die? I want him. Mine does nothing but die.

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 crAzerk:  
gotta stack him with +Vit items! He respawns anyway ;)
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Unread Mon, 21st-May-2012, 12:08 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 40
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Talking about going through doors, there is this big fat mob called Demonic Terrors (he just looks like a big fat blob like Abominations in WC3), which if you kite through doors in dungeons, he basically smashes through doorway and destroys the doorway because he's too big to fit through. Love the terrain interaction!

(And also, if you do this 5 times, you get an achievement 'Knock Knock' which I got by accident haha)

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 Asrathiel:  
lol yeah I got that one too, didn't know what it was :p
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Unread Mon, 21st-May-2012, 10:10 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 41
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Inferno Elites have an enrage timer. They cast a DoT debuff on you if you don't kill them in time. I THINK it is proximity related, so if you can run far away enough it'll drop off (need confirmation).
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Unread Mon, 21st-May-2012, 11:31 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 42
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Quote:
Inferno Elites have an enrage timer. They cast a DoT debuff on you if you don't kill them in time. I THINK it is proximity related, so if you can run far away enough it'll drop off (need confirmation).
Yea this is pretty gay, had a bunch of shielding/extra health/teleporter/mortar/waller which I couldn't kill so I had to pull them to the edge of the map away from where I wanted to go
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Unread Tue, 22nd-May-2012, 9:58 AM BnetId: tbhAzure.493  Race: Clan: 2bh  Location: Melbourne, Australia  Total Posts Made: 149 # 43
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all under the gameplay options turn the show advanced tool tips option so you can see how much increase damage your abilities give u
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Unread Tue, 22nd-May-2012, 2:14 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 44
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Don't like how the skirt makes your ass look fat? Or how retarded you look with that helm? Shoulders making you look like you have man-arms?

DO NOT FRET!!!

Buy Vanishing Dye and watch your problems go away!!!!

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 nirvAnA:  
This is realllly cool
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Unread Tue, 22nd-May-2012, 2:46 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 45
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Funny guy, this cyanide.

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.
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Unread Tue, 22nd-May-2012, 3:18 PM BnetId: Bendy.352  Race: Location: Melbourne, Australia  Total Posts Made: 62 # 46
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^^
I think if you turn off elective mode once you set your skills it should lock them in place.

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 crAzerk:  
omg it works! <3 thanks!
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Unread Fri, 25th-May-2012, 3:26 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 47
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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.
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Unread Fri, 25th-May-2012, 10:22 PM BnetId: TALoSt.281  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 422 # 48
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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!

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 crAzerk:  
Wow
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Unread Mon, 28th-May-2012, 10:41 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 49
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Quote:
Originally Posted by [TA]LoSt View Post
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.
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Unread Fri, 25th-May-2012, 11:12 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 50
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Wow you are right Lost, I notice a big difference after switching to dual attack speed rings. I shoot so fast now! Hehe
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Unread Sat, 26th-May-2012, 1:05 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 51
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Not sure if trick or bug.

If you use Fists of Thunder + Thunderclap, you can still move to a target despite being Jailed.
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Unread Sat, 26th-May-2012, 4:05 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 52
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heres a simple wiz trick. you can diamond skin at anytime, even while stunned. so no need to pre-maturely use it.
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Unread Sat, 26th-May-2012, 12:14 PM BnetId: TALoSt.281  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 422 # 53
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Quote:
Originally Posted by nirvAnA View Post
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..
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Unread Sun, 27th-May-2012, 4:44 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 54
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Treasure Goblin Pro Tip - sourced from the forums, seems legit.

After doing a little more research, I got a feeling my previous find was wrong, so here's one that is more substantial, and believable, I guess.

+ [Wall of text + Test results] +
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 Bandit (White Bag, grey skin) - ~509,692 HP:

Trial #1

x8 magic items (one dropped while being hit; four of these items were secret tomes)
~680 gold

Trial #2
x6 magic items (three of these were secret tomes)
~800 gold

Treasure Goblin (Gold Bag, grey skin) - ~508,336 HP:

Trial #1

x3 magic items (one secret tome)
x1 yellow item
~400 gold

Trial #2

x3 magic items (one secret tome)
x1 yellow item
~900 gold

Trial #3
x5 magic items (one droppped while being hit; two secret tomes)
x1 yellow item
~1200 gold

Trial #4
x2 magic items
x1 yellow item
??? gold (got picked up before recording)

Trial #5
x5 magic items (one secret tome)
~750 gold

Trial #6
x3 magic items
~1200 gold

Treasure Seeker (Brown Bag, red skin) - ~510,000 HP:

Trial #1

x3 magic items (one secret tome)
x3 gems (two flawless square, one square)
~500 gold

Trial #2
x3 magic items
x2 gems (two flawless square)
~1000 gold

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.


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 nirvAnA:  
nice

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
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Unread Sun, 27th-May-2012, 11:29 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 55
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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.
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Unread Sun, 27th-May-2012, 11:36 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 56
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LOL! I've always wondered if you that works
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Unread Sun, 27th-May-2012, 11:06 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 57
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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

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 [TA]LoSt:  
Can happen with rares too
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Unread Mon, 28th-May-2012, 9:45 AM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 58
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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!
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Unread Mon, 28th-May-2012, 12:35 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 59
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Quote:
Originally Posted by aLtMrFool View Post
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!
I bought a freaking innas pants for 1 mil, thinking it was a good buy as it was the only one with an intel / vita stat and had the IAS and movement speed too. and fml when i tried to equip it, it said ONLY MONKS LOL. it did not say that in the auction page. now to price it really high like its some super anomaly and get my money back!!
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Unread Mon, 28th-May-2012, 2:33 PM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 60
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Quote:
Originally Posted by nirvAnA View Post
I bought a freaking innas pants for 1 mil, thinking it was a good buy as it was the only one with an intel / vita stat and had the IAS and movement speed too. and fml when i tried to equip it, it said ONLY MONKS LOL. it did not say that in the auction page. now to price it really high like its some super anomaly and get my money back!!
Haha! Yeah.. Just hope someone has the same mindset as you and buy it only to realise the same thing ><
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Unread Mon, 28th-May-2012, 11:20 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 61
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Originally Posted by aLtMrFool View Post
Haha! Yeah.. Just hope someone has the same mindset as you and buy it only to realise the same thing ><
LOL that someone has been found!! Bought at 1mil sold at 1.45!

275k Profit yay! Phew lucky it doesn't have sellers name hahaha.

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noob!!!
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Unread Mon, 28th-May-2012, 10:57 AM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 62
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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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Unread Mon, 28th-May-2012, 11:06 AM BnetId: neon.457  Race: Location: Australia  Total Posts Made: 146 # 63
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Boj Anglers are another one that bugs out,

so you mean you bought it waiting for it to be fixed or it does work just doesn't say it does? link ? I want me some int Boj Anglers if they work !
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Unread Mon, 28th-May-2012, 11:21 AM Who's Who:   BnetId: NvPinder.933  Race: Clan: TA (Nv)  Location: Melbourne  Total Posts Made: 885 # 64
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10 armor is exactly equal to 1 resist all. The increase for every point of resist all/armor is also a linear increase in terms of % of damage taken reduced, there is no diminishing returns on this for every point put into it which is a bit unintuitive from the numbers sometimes (eg, lets say going from 0 to 100 armor gives you from 0% to 50% reduced dmg from all attacks, whilst going from 900 to 1000 armor gives you from 98% to 99% reduced damage from attacks, altho the last 100 armor only adds 1% absorbtion compared to the first armor adding 50%, in reality damage taken in both cases is halved by 50% total. (and remember, 10 armor = 1 resist all, there is absolutely no difference between them)

(Spoiler for those still struggling a bit, stolen straight from reddit, maybe he can explain better than i can)
+ Show +

charles is attacked for 100 damage!
charles has zero damage reduction!
---charles takes 100 damage!---
tod is attacked for 100 damage!
tod has 50% damage reduction!
---tod takes 50 damage!---
tod took half as much damage as charles!
tod can take twice as many hits as charles!
charles is attacked for 100 damage!
charles has 98% damage reduction!
---charles takes 2 damage!---
tod is attacked for 100 damage!
tod has 99% damage reduction!
---tod takes 1 damage!---
tod took half as much damage as charles!
tod can take twice as many hits as charles!
In terms of Diablo III, it takes 3,000 armor to get from 0% to 50% damage reduction. If you had 98% damage reduction from armor, it would take 3,000 more to get to 99%.
If you got 3,000 more after that, you would go to 99.5% damage reduction.


However, vitality DOES GET LESS EFFECTIVE for every point already added to it. adding 4k hp to your base 4k hp at level 60 literally doubles your suvivability straight up. Adding 4k hp when you're at 40k hp already tho however only adds an extra 1/10th to your survivability.

Since not many people realize the above, it leads to vitality being vastly overrated by a lot of people (including myself for a very long time) compared to the two other stats because of the noticeable change in HP being easy to account for ("100vit = 3.5k more hp??? WHOA! AWESOME!" kinda of thing, as opposed to "an extra 33 resist all is equal to some misc small amount of a % of reduction, whatever"). It's relatively important to strike a decent balance between both, because obviously rocking no vit with 5k hp but a ridiculous amount of resist isn't going to be as good as doubling your HP with 150 or so vitality for the cost of a tiny bit of resist all/armor, and similar goes for having way too much hp and not enough res-all/armor. This is why some people have >40k hp and struggle to survive act 2 inferno whilst others can have even much less but still breeze it.

I'm not 100% sure about other classes, but for wizards, all your armor gets a huge boost from energy armor which is basically a must-have in inferno mode for us, and if you get your gear well enough equipped, you can stop using force armor rune and instead use prismatic, which increases the bonus from resistances as well, and im sure other classes have armor/resistance boosting abilities/passives that they can take advantage of too.
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Unread Mon, 28th-May-2012, 11:24 AM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 65
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Bought it waiting for it to be fixed, blizz has comfirmed that its bugged but I can't find it anymore admist the 100 threads started on the bug >< people tend to undervalue items like this because of 'quick stat comparison' when you mouse-over an item and deem that it doesn't increase their damage much!

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http://us.battle.net/d3/en/forum/topic/5149008027?page=2#36
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Unread Mon, 28th-May-2012, 11:43 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 66
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Items Pro-Tip: Make use of Blizzard Database and know which item is of higher value

Every item has a tier level. So let's say for a Chest piece. The top tier will be called Archon. Take note of that name! Another example would be Spears, the top tier is called Centurion Spear and for Polearms it is Dread Lance.

Obviously there is more for every other item. Knowing the names will let you know if you've got the highest tiered item even before identifying it (if it's a rare)!

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Unread Mon, 28th-May-2012, 12:21 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 67
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@Pinder What resist value would be a good target for Act II / III Inferno? I'm a DH
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Unread Mon, 28th-May-2012, 1:08 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 68
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Quote:
Originally Posted by crAzerk View Post
@Pinder What resist value would be a good target for Act II / III Inferno? I'm a DH
DH's don't need to worry about resistances. You should be gearing for pure damage and using your range, kiting and SS to avoid taking damage. It's how every DH making any meaningful progression in inferno is playing.
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Last edited by Benji; Mon, 28th-May-2012 at 1:14 PM.
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Unread Mon, 28th-May-2012, 1:43 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 69
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@Benji ah I see, thanks. I should get back to progressing instead of spending my hours MFing and farming gold rofl.

Anyway, I have compiled most of the tips into the OP for easy reading, and will add any future useful tips to the list. Enjoy!
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Unread Mon, 28th-May-2012, 2:01 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 70
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crAzerk you were progressing in a much more efficient way imo, farming the sweetest spots till xx mil then gearing up so you could play the game the "normal" way in a shorter time. provided of course you are using your money earned to buy better gear and not selling it lol!

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This is how RPGs should be played.
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Unread Mon, 28th-May-2012, 2:03 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 71
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Quote:
Originally Posted by nirvAnA View Post
crAzerk you were progressing in a much more efficient way imo, farming the sweetest spots till xx mil then gearing up so you could play the game the "normal" way in a shorter time. provided of course you are using your money earned to buy better gear and not selling it lol!
What do you mean by 'Normal way'?
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Unread Mon, 28th-May-2012, 2:34 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 72
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Normal way = farm at your current levels / quests till you have the gear to move up slowly. ABC and by the book!

"Other" way = Quest jump, farm act 3/4 chests/bosses > sell to ah get 10 mil before anyone else and good drops. then buy all the other exact gear you want and begin to "progress". frowned upon by some, whereas others argue its just the same farming concept done in a more efficient way.
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Unread Mon, 28th-May-2012, 2:44 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 73
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Quote:
Originally Posted by nirvAnA View Post
Normal way = farm at your current levels / quests till you have the gear to move up slowly. ABC and by the book!

"Other" way = Quest jump, farm act 3/4 chests/bosses > sell to ah get 10 mil before anyone else and good drops. then buy all the other exact gear you want and begin to "progress". frowned upon by some, whereas others argue its just the same farming concept done in a more efficient way.
Aah fair enough, both have their merits, people can play the game however they like as far from my pov.

There comes a point where you have over farmed however, where your stats are significantly better than the progression you are up to, at which point you are hurting yourself as you could be farming better areas of the game for better loot and more gold per hour.
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Unread Mon, 28th-May-2012, 2:40 PM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 74
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When dual wielding, you're automatically given +15% IAS, however, you do not attack with main hand weapon exclusively / both weapons at the same time, you attack with main hand then off-hand alternating between them and thus if your weapon DPS differs by a huge margin, you may be better off with a shield despite the marginal increase in IAS.
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Unread Mon, 28th-May-2012, 2:45 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 75
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Quote:
Originally Posted by aLtMrFool View Post
When dual wielding, you're automatically given +15% IAS, however, you do not attack with main hand weapon exclusively / both weapons at the same time, you attack with main hand then off-hand alternating between them and thus if your weapon DPS differs by a huge margin, you may be better off with a shield despite the marginal increase in IAS.
Which is why when you dual-wield, you should have as little difference between the 2 weapons' DPS. I read somewhere that it should be +-15% difference tops.
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Unread Mon, 28th-May-2012, 3:10 PM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 76
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Quote:
Originally Posted by Cyanide View Post
Which is why when you dual-wield, you should have as little difference between the 2 weapons' DPS. I read somewhere that it should be +-15% difference tops.
That would be exactly right! +-15%! What I meant is that if the difference is bigger than that, you might as well equip a shield because the shield will give you survivability instead of nothing if your weapon dmg is low for your off-hand

Another thing that you guys would wanna know about team-play is that

In normal

1P 100% HP 100% DMG
2P 200% HP 100% DMG
3P 300% HP 100% DMG
4P 400% HP 100% DMG

That also means it get easier the more player there is..

In Inferno, however

1P 100% HP 100% DMG
2P 210% HP 115% DMG
3P 320% HP 130% DMG
4P 430% HP 145% DMG

It can get harder or easier depending on gearing lvl / build efficiency of each player! I have forgotten the stats for nightmare and hell but its in between that of normal and inferno
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Unread Mon, 28th-May-2012, 3:18 PM Who's Who:   Total Posts Made: 877 # 77
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For those that don't already know, as smoke screen is a snare breaker (jailer, for example) it has some cool qualities. If you're caught inside of a time warp (eg: Zoltan Kulle's time warp) and you cast it, you actually break the slow for the duration of the skill. That means that you can stand inside of a time warp and not suffer the effects of it (until, of course, your smoke screen wears off) -- this will be very useful when PvP comes out.

Additionally for powerleveling, Zoltan Kulle is your friend. Azmodan has been nerfed to ******* death, so he gives nothing compared to Kulle. A lot of people are touting that Act 2 Quest 2 (Lieutenant Vachem?) is better exp, but if you can kill Kulle in a respectable time then it's legitemately more exp/hour, and you can do it very easily (especially with the help of a friend).
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Unread Mon, 28th-May-2012, 6:17 PM BnetId: Churlz.519  Race: Clan: nRv  Location: Gold Coast  Total Posts Made: 40 # 78
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You can farm act 4 inferno without having to get up to act 4 or even have the gear.
HOW TO GET TO ANY QUEST IN INFERNO
- Make a hell game with the quest you'd like to start on.
- Leave the game.
- Click "Public Games", and select the quest you were wanting to join
- Click "Join a Game"
- Leave the Public Game
- Click "Resume Game".
- Viola! You're now in Inferno on the quest you wanted

Now go to Prime evil act 4 inferno first quest. TP to crystal collinade (w/e it is called) run through the bridge thingy don't try and kill the black things or Leah she is pretty hard to kill but doable for range. Then once you are on the first level so long as you don't have the spirit of Zoltan Tyreal will be able kill the elite which spawns and you will get an Act 4 inferno level blue and have a chance of getting a huuuge dps weapon. I have got a few 1k+ dps weapons which I don't think will ever drop in act 1.

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been using this for a few days now, had some pretty sick drops
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Unread Mon, 28th-May-2012, 11:27 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 79
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Found some useful information amidst the junk in the Bnet forums. I cleaned it up to make it easier to read as well.

Whimsyshire (Cow Level) Guide

Black Mushroom (Act 1)
Quest: A Shattered Crown, Begin Quest
Location: Cathedral Level 1
Waypoint: Cathedral Garden
Instructions: Enter through Cathedral or Leoric's Passage backwards
Spawns: Usually near circle centre of map or bottom L-shape room on map
Item description: Glowing white pile with purplish fumes
Difficulty: Very Easy
Estimated Runs Needed: 2-5

Leoric's Shinbone (Act 1)
Quest: Imprisoned Angel, Begin Quest
Location: Leoric's Manor
WP: Leoric's Manor
Instructions: Run backwards from waypoint up the stairs
Spawns: After going DOWN stairs enter the East room
Item description: Click on BURNT LOGS in fireplace
Difficulty: Easy
Estimated Runs Needed: 5-10

Liquid Rainbow (Act 2)
Quest: Blood and Sand, Begin Quest
Location: Dahlgur Oasis, Mysterious Cave Level 1
Waypoint: Path to the Oasis (best) or Dahlgur Oasis
Instructions: Follow southern edge of map.
There are two Florida (like I know what Florida is shaped like =/) shaped locations where cave may spawn
Spawns: When Zaven the Chemist merchant spawns, he will open the entrance
Item description: Look for the MYSTERIOUS CHEST in Level 1. May not spawn.
Difficulty: Hard
Estimated Runs Needed: 5-10 (Not only do you need the Cave to spawn, you need the chest to spawn too.

Wirt's Bell (Act 2)
Quest: A Royal Audience
Location: Caldeum City
Waypoint: N/A
Instructions: Purchase under Miscellaneous (potions tab)
Spawns: Squirt the Peddler (merchant)
Item description: 100,000 Gold, you can't miss it!
Difficulty: Easy peasy, lemon squeezy

Gibbering Gemstone (Act 3)
Quest: Siege Breaker
Location: Fields of Slaughter
Waypoint: Bridge of Korsikk
Instructions: Locate Caves of Frost Level 1
If the cave doesn't spawn very close to the waypoint, remake your game by leaving the game and resuming.
Commonly found immediately east or west of waypoint
If you see Icefall Caves, remake the game.
Spawns: Caves of Frost Level 2
Item description: Small white amulet that drops from the Unique Boss CHILTARA. Chiltara spawns in Level 2
Difficulty: Very Hard
Estimated Runs Needed:15-20. Need the cave to appear, and Chiltara has a low spawn rate.

Plan: Staff of Herding (Act 4)
The plan has a chance to drop from Izual
You can also upgrade the staff via the Merchant that sells potions in Act 4.

Finding the portal location (Act 1)
Take the Staff up Old Tristram Road
Go to the gate Southeast of New Tristram
Follow the path
Just outside gate you will find the Cow King's Skeleton
Talk to the Cow King's Ghost to enter WHIMSYSHIRE
A rainbow pit will appear for you to enter
Let the culling begin

Source: http://us.battle.net/d3/en/forum/topic/5152413772

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Last edited by Cyanide; Sun, 3rd-Jun-2012 at 11:04 PM.
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Unread Tue, 29th-May-2012, 10:25 PM BnetId: cruxSpoon.276  Race: Location: Brisbane, Australia  Total Posts Made: 166 # 80
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Wizard ProTip!

Everytime you cast hydra, it kills your previous hydra, which means you get HP back from any Life After Kill stats.

TLDR (lol too long): Hydra users stack life after kill for quick heals

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 nirvAnA:  
thanks man never knew!
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Unread Tue, 29th-May-2012, 11:46 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 81
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Quote:
Originally Posted by cruxSpoon View Post
Wizard ProTip!

Everytime you cast hydra, it kills your previous hydra, which means you get HP back from any Life After Kill stats.

TLDR (lol too long): Hydra users stack life after kill for quick heals
Wow...Now I need to test if it's the same for Monk's Mystic Ally. :O
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Unread Wed, 30th-May-2012, 10:10 AM BnetId: ToRMaverick.466  Race: Clan: ToR  Location: Bundaberg, Qld, Aust.  Total Posts Made: 373 # 82
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AH Trick - Reduced Level Item Filter

So for all those looking to purchase uber gear through the AH here is a little trick that you may not have picked up.... can mean all the difference until you hit Level 60.

If you assume by selecting your character in the "search equipment for:" drop down box that you will see all of the gear that you are actually able to wear due to your level... you are wrong.

I believe Blizzard has coded this poorly as there are many items that you can actaully use due to the "level requirement reduced" but they do not appear in the AH results unless you actually select a higher level in the level requirement and manually pick out the "reduced level requirement" in the filters.

I picked up a ilvl 52 hand crossbow with a level item reduced by 8 (eg ilvl 60) by using this trick. It is twice the DPS as any other items avalible to me at my level and was lucky enought to find one extremly cheep ($50k when others sell for min $250k). Otherwise you will never find these items.

Just make sure when you are looking through the search results that the reduced level is enough for your character.

Come on Blizzard....

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 iMSystem:  
Why do people keep mis-using the word iLvl ._.
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Last edited by ToRMaverick; Wed, 30th-May-2012 at 10:14 AM.
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Unread Mon, 4th-Jun-2012, 2:00 AM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 83
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AFK and earn gold you said? 1k per minute you said?

Yes.

Click the image to open in full size.

Click the image to open in full size.

Video here:

You Tube
You Tube

+ Show +

Put on GF gear + about 1000+ thorns + some HP regen or HP after kill. AFK to your favourite movie.

I got lucky with a 3 tower combo, you can do it with just 2 towers too.


Do remember you have to tab in and move or click something every 20-25 minutes, as the game logs you out after 30~ mins of AFK

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 ZiggyD:  
haha, cute!
 Cyanide:  
lol!!!
 dee:  
amazing
 LennX:  
I sense loot disappearing after 5mins of no pickup patch coming soon.

Last edited by crAzerk; Mon, 4th-Jun-2012 at 2:19 PM.
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Unread Mon, 4th-Jun-2012, 8:46 AM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 84
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Why did you take your weapons off?
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Unread Mon, 4th-Jun-2012, 12:10 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 85
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Quote:
Originally Posted by Dox View Post
Why did you take your weapons off?
I was using a Shield that had 1000+ thorns, and couldn't use my 2h bow. It works out well anyway, so that even if I accidentally click on the Towers I won't shoot it.

Just did another 2 hour AFK run (was watching NBA), got 80k haha

Last edited by crAzerk; Mon, 4th-Jun-2012 at 1:01 PM.
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Unread Mon, 4th-Jun-2012, 8:50 AM BnetId: pyrox.385  Race: Clan: ToR  Location: India  Total Posts Made: 376 # 86
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Dont know if this is common knowledge, but I found out only last night: You dont have to pick up an item to see it's stats, just mouse over while holding ctrl and the item tooltip thing will come up.

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 Dox:  
that's wicked, thanks!
 dee:  
thanks, helpful!
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Unread Mon, 4th-Jun-2012, 1:09 PM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 87
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Ahhh, of course. That's so dirty! I've been hanging on to all my thorns items just for novelty value, it didn't occur to me that you could actually "bot" with it.

With Companion (Ferrets) you don't even need to move!
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Unread Mon, 4th-Jun-2012, 1:11 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 88
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Quote:
Originally Posted by Dox View Post
Ahhh, of course. That's so dirty! I've been hanging on to all my thorns items just for novelty value, it didn't occur to me that you could actually "bot" with it.

With Companion (Ferrets) you don't even need to move!
Ferrets kill the towers
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Unread Mon, 4th-Jun-2012, 2:06 PM Who's Who:   Race: Clan: iRL  Location: Singapore  Total Posts Made: 1,494 # 89
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Quote:
Originally Posted by xGKingBenji View Post
Ferrets kill the towers
You can actually do it with ferrets, but you need to know a sweet spot to stand at such that you're still in range of the towers yet your ferrets won't be retards to go kill the towers. This can be pretty hard if the spiders spawn a little away from you and your ferrets run towards the tower to kill the spiders, then run to the towers.
Ferrets also give +10% gold find!

I wouldn't risk it usually though, because it may take 3-5 runs to even get the dungeon with 2 towers, so when your ferrets happily destroy the tower it's extremely frustrating.

Do remember you have to tab in and move or click something every 20-25 minutes, as the game logs you out after 30~ mins of AFK

Last edited by crAzerk; Mon, 4th-Jun-2012 at 2:19 PM.
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Unread Mon, 4th-Jun-2012, 1:13 PM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 90
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Oh those things actually attack? Hahaha I never even noticed! Awwwwwkward
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Unread Mon, 4th-Jun-2012, 4:22 PM BnetId: ZIGGYD 279  Race: Location: Australia  Total Posts Made: 225 # 91
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Some of the most valuable affixes for gear on the AH:
  • Magic find: Max 20% on most gear, 40% on Amulets
  • Increased Attack Speed on Rings, Ammys and Gloves
  • Cold Damage on Bows
  • All Resist + A Specific Resist [Esp. for Monks]
  • + Armour for Barbs
  • Sockets, esp. on Helmets
  • Life on Hit: ESPECIALLY on fast AS 1 handers.

Video: The Most Valuable Stats on the AH
Video: The Most Valuable Stats on the AH


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 NvRossi:  
 Cyanide:  
thanks for this, i sold a 38% ammy and 20% belt for 2m each :O
 nirvAnA:  
You are brilliant
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Unread Thu, 7th-Jun-2012, 9:12 PM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,592 # 92
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Unsure if it has been posted and apologies if I missed it but you can respec your follower by right clicking it's portrait and clicking "Retrain".
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Unread Thu, 7th-Jun-2012, 10:28 PM Who's Who:   BnetId: asrathiel.926  BattleTag: Asrathiel#1448  Race: Clan: mGG  Location: Sydney  Total Posts Made: 1,270 # 93
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Quote:
Originally Posted by ToRBaldie View Post
Unsure if it has been posted and apologies if I missed it but you can respec your follower by right clicking it's portrait and clicking "Retrain".
Yes! DrGoose told me this the other day. Now my enchantress doesn't turn me into a chicken all the time any more!!
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Unread Sat, 23rd-Jun-2012, 11:53 PM Who's Who:   BnetId: EU.Nemo #368  Race: Location: Paris, France  Total Posts Made: 752 # 94
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To calculate efficiency of different characteristics you can add to your gear you can use this calculator http://ud3a.com/character.php.

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 nirvAnA:  
awesome thanks!
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Unread Mon, 25th-Jun-2012, 10:02 AM BnetId: ZIGGYD 279  Race: Location: Australia  Total Posts Made: 225 # 95
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Bidding Tips for the RMAH and GAH

You can check if a bid is real or not by trying to bid on an item yourself. If the auto bid is the same then there is no bid. If your auto bid is different then the bid is real.

This has a few uses:
  • Check whether the lister is just being cheeky with a real looking bid amount.
  • Check what prices people are willing to pay for things
  • Know if you need to wait to snipe an item or whether you can just bid now. (Avoid notifiying other bidders and engaging in a bid war).

Bidding Tips and Insights
Bidding Tips and Insights


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 Nemo:  
Shrewd
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Unread Wed, 27th-Jun-2012, 10:59 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 96
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https://docs.google.com/spreadsheet/...EV0RlLUE#gid=0

A DPS calculator + comparison spreadsheet. So that you can make better decisions on your purchases. It's still a work in progress by the developer. He's also making a web-based version.

Completely unrelated. If you are able to kill Health Linked elites simultaneously, you get that many NV stacks.

E.g. Killing all 3 champions at the same time gets you 3 NV, killing 2 together gets you 2.

Lastly, if you miss having fun and feeling jaded about this game. Revisit Act 1. Try out all sorts of funky builds, let your imagination run wild, you'd be amazed at the silly things you can come up with.
For my monk, i've tried Movement Speed builds (think Dashing Strike, fleet footed, Blazing Fists), Tag! You're It! build, Exploding Palm Essence Burn, Fists of Thunder Static Charge... well, the lists goes on as far as your mind can come up with stuff.
It's way more fun if you don't think about farming and just want to smash zombies, loot is a bonus

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 Nemo:  
Ah, that's why sometimes I have 2 Nephalem for 1 pack. Thanks !!
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Unread Sat, 30th-Jun-2012, 8:07 PM BnetId: ToRMaverick.466  Race: Clan: ToR  Location: Bundaberg, Qld, Aust.  Total Posts Made: 373 # 97
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OK this one isnt confirmed yet but I was always curious as to why some items have a differrent sounding "ching" after you identify it.

I believe the higher pitched "ching" may be linked to higher quality itmes (or at least higher ilvl).

Could be random... who knows.
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Unread Sat, 30th-Jun-2012, 8:51 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 98
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I've mentioned item budget and ilevel relation before. Here's an official Blue post on how item budget works.

Quote:
It is one piece of what determines an item's "budget". You can think of an item as a blank slate, and by placing specific labels on it that have pre-determined "costs" the item essentially has a number of points it can then "spend on itself". The game will say "This is an ilvl 63 rare set of gloves". Those labels determine what affixes it can have, its maximum and minimum ranges, as well as damage, speed, armor, etc. Essentially every part of the item is determined by its type (common, magic, rare, legendary), what kind of item it is (head, chest, sword, etc.) and item level. Crafted, Legendary and Set items follow the same rules, but can have set affixes on them that don't change but still have a range to roll.

Item's also have broad ranges, and will overlap. The below concept of that overlap is in no way accurate or indicative of anything at all, except to illustrate the overlap.

Completely made up power scale that has no basis in anything:

<--------ilvl61-------->
<--------ilvl62-------->
<--------ilvl63-------->

I'm probably missing something in there, but that's the basic gist. We're working on adding a ton of the more nitty gritty game design specifics to the Game Guide up-top. We're shooting for something not too unlike the old Arreat Summit to detail systems and the inner workings of the game, which should help with this specific question as well.
Sauce
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Unread Fri, 6th-Jul-2012, 1:44 AM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 99
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Might be jumping the gun a little bit here. Market speculation!
If you have been crafting gear, I think people are starting to look for

Main Stat
Vit (don't really need if it's for ranged)
All Resist (double resist if main stat is dex, for monks obviously)
MAGIC FIND!!!! (17% at least)

Prices are starting to pick up, or I think it is. This is most likely due to the impending(or not!!!) changes to MF. Whatever the case, try your luck! Don't blame me for your losses though >.<
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