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Δεν τρελαίνομαι πλέον με τα goblins. Ένα video είδα από εποχή beta που πέτυχε ο άλλος ένα δωμάτιο γεμάτο και του πέσανε 9-10 legendary items, αλλά αυτό υποτίθεται έγινε με δεδομένα beta.

Στην αρχή και γω είμουν "ελάτε, βλέπω ένα goblin" αλλά μετά από 2 μήνες και 2 legendary items που μου έχουν πέσει σε αυτό το διάστημα από goblins, δεν αγχώνομαι ιδιαίτερα. Να εκστασιαστώ από τα 2 κίτρινα και 3 gems που θα ρίξει; meh...

στην beta τα πράγματα ήταν όντως πολύ καλύτερα σε σχέση με τώρα και ισχύει αυτό που λες.

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Τις 2 τελευταίες μέρες, μου έριξε κάποιος μία μούτζα και δεν έπεφτε τίποτα. Όταν λέω τίποτα εννοώ ΤΙΠΟΤΑ.

3 φορές ACT1 και 4-5 rifts ούτε ένα leg!! ('νταξει δεν έλιωσα κιόλας είναι η αλήθεια...)

Εκεί λοιπόν που έχω αρχίσει και σκέφτομαι μήπως κάνω ένα break μέχρι να βγεί το 2.0.5, μάλλον με κατάλαβε η blizz και μου πέταξε ένα SoJ μέτρια επικό... Γιατί μέτρια επικό; Γιατί ενώ ρόλλαρε τέλεια properties τα ρόλλαρε χαμηλά!

Light Damage [15%-20%] -> 16%

Dexterity [416-500] -> 416

Crit Damage [26%-50%] -> 37%

Elite Damage [25%-30%] -> 27%

Poison Resistance [141-160] -> 155 (στακάρω poison άρα 155 all resistance)

Max Spirit [13-14] -> 14

[Το καλό είναι ότι τα Secondary μάμησαν ενώ το dex με ξεφτύλισε]

post-5181-1416078412,1433_thumb.png

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Τις 2 τελευταίες μέρες, μου έριξε κάποιος μία μούτζα και δεν έπεφτε τίποτα. Όταν λέω τίποτα εννοώ ΤΙΠΟΤΑ.

3 φορές ACT1 και 4-5 rifts ούτε ένα leg!! ('νταξει δεν έλιωσα κιόλας είναι η αλήθεια...)

Εκεί λοιπόν που έχω αρχίσει και σκέφτομαι μήπως κάνω ένα break μέχρι να βγεί το 2.0.5, μάλλον με κατάλαβε η blizz και μου πέταξε ένα SoJ μέτρια επικό... Γιατί μέτρια επικό; Γιατί ενώ ρόλλαρε τέλεια properties τα ρόλλαρε χαμηλά!

Light Damage [15%-20%] -> 16%

Dexterity [416-500] -> 416

Crit Damage [26%-50%] -> 37%

Elite Damage [25%-30%] -> 27%

Poison Resistance [141-160] -> 155 (στακάρω poison άρα 155 all resistance)

Max Spirit [13-14] -> 14

[Το καλό είναι ότι τα Secondary μάμησαν ενώ το dex με ξεφτύλισε]

Έτσι είναι σε όλους, 2-3 μέρες δεν πετάει τίποτα και σε κάποια φάση ξεσκίζεται.

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Σήμερα που έπεσε το Warmonger με πολύ καλό roll που δίνει πάνω απο 3κ DPS. Το μόνο αρνητικό ήτανε το Life per Hit που ήθελα να αλλάξω με socket.

Μέχρι στιγμής έκανα 6 -7 δοκιμές και όλο τα ίδια μου φέρνει και πουθενά το socket :suicide2:

Είναι μήπως buggαρισμένο????? :fist:

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Good news & Blizzard δεν πάνε μαζί στο Diablo3 :wall:

LOL διάβασα τις αλλαγές. παντού buff (ειδικά στον Crus το ξέσκισαν) και τον DH στα ίδια σκ@τ@ χαχαχααχ

τάχα μας δίνουν 30% armor απο το Awareness ενώ στους άλλους δίνουν τις Παναγιάς τα μάτια :p

όσοι παίζουμε DH είμαστε official μαζόχες

Έγινε επεξεργασία από psygreg
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IMPORTANT: Not all of these are confirmed to be in 2.0.5, so the list is based mostly on guessing so far!!!

Horadric Caches will have a bigger chance of dropping a Legendary item

Torment-only Legendaries will be added to their loot table

Rift Guardians will drop more Blood Shards for each level of Torment past the first

Unsocketing gems will become cheaper

Lag due to clan chat being clustered with someone identifying multiple legendaries will be fixed

Item names not displaying right away after dropping is a bug that will be fixed

Inna's and Vyr's four-piece set bonuses will be fixed (they are currently not being applied correctly)

Several restrictions will be removed from the Vote Kick system

The chance of Chiltara spawning in Caverns of Frost will be increased

Spectrum will start dropping from Super Awesome Sparkle Cake (monster) as intended

Retroactive fix for the %Damage affix not calculating the +Elemental damage affix will be applied

A bug with Iron Skin: Reflective Skin and Laws of Justice: Protect the Innocent will be fixed. Currently the bug can occur when these two skills are simultaneously active and may be fatal to the characters

Some skills will have their elemental type shifted: the only class to receive such for sure is the Barbarian

Legendary Sources and Mojos are not being appropriately up-ranked to have more powerful base Damage than Rare ones - this is bug that will be fixed

Blade of Prophecy will receive a tooltip change, better describing that it only procs two extra explosions of Condemn, regardless of how many targets are Condemned while the weapon is equipped

Datamining

Barbarian

Inspiring Presence After using a shout you and all allies within 100 (up from 50) yards regenerate 1% of maximum Life per second for 60 seconds

Wrath of the Berserker

Arreat's Wail : Damage is now specified as Fire

Striding Giant : Now reduces all damage taken by 50% (Changed from 80% bonus Dodge Chance)

Frenzy

Sidearm : Damage now specified as Cold

Seismic Slam : Now deals 620% (up from 550%) weapon damage to enemies up to 45 yards in front of you (No longer specifies "in a cone", no longer seems to knock up)

Shattered Ground : Now increases damage to 735% (up from 710%) weapon damage as Fire and knocks all enemies hit up into the air (No longer changes to a Knockback)

Stagger : Now reduces the cost to 22 Fury; Removed from tooltip: "Has 80% chance to Stun for 1 sec";

Permafrost : Now deals 755% (up from 710%) weapon damage as Cold and Slows enemies by 60% for 1 second (down from 2 seconds)

Whirlwind

Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwinding. / Whirlwind's damage turns into Cold. (Damage element now specified)

Revenge

Best Served Cold : Increase your Critical Hit Chance by 8% for 6 seconds after using Revenge. / Revenge's damage turns into Cold. (Damage element now specified)

War Cry Generate: 20 Fury / Cooldown: 20 seconds / Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 60 seconds. (Up from 50 yards)

Demon Hunter

Awareness Your Armor is increased by 30% of your Dexterity. (Previously gained 6% Dodge every second, resetting after you dodge)

Grenade

Cluster Grenades : Throw cluster grenades that deal 200% weapon damage as Fire over a 36 yard radius. (Up from 32 yards. Note: the current value in-game is displayed as 9 yards)

Hungering Arrow

Devouring Arrow : Each consecutive pierce increases the damage of the arrow by 70%. / Hungering Arrow's damage turns into Cold. (Damage element now specified)

Monk

Fists of Thunder

Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)

Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)

Way of the Hundred Fists

Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage as Lightning. (Damage was Physical)

Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)

Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)

Sweeping Wind

Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)

Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)

Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)

Explosive Light : Release bursts of energy that deal830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)

Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)

Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)

Witch Doctor

Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)

Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)

Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)

Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)

Corpse Spiders

Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)

Hex

Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)

Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)

Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)

Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)

Gargantuan

Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)

Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)

Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)

Firebats Cost: 150 Mana initially, and an additional 75 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire. (Mana cost down from 225)

Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)

Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)

Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)

Wall of Zombies

Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)

Piranhas

Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)

Wizard

Magic Weapon

Force Weapon : Increase the damage bonus of Magic Weapon to 20% damage. (No longer has a chance to Knockback)

Meteor

Molten Impact : Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Now also increases size of Meteor)

Archon

Slow Time : Archon form can cast a Slow Time that follows you. / Archon abilities deal Cold damage instead of Arcane. (Damage element now specified)

Pure Power : Decrease the cooldown of Archon to 100 seconds. / Archon abilities deal Lightning damage instead of Arcane. (Damage element now specified)

Combustion : An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards. / Archon abilities deal Fire damage instead of Arcane. (Renamed from Arcane Destruction, damage element now specified)

Teleport Cooldown: 11 seconds / Teleport through the ether to the selected location up to 50 yards away. (Down from 16 seconds)

Calamity : Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second. (Damage down from 252%, stun duration down from 1.5 seconds)

Fracture : Summon 2 decoys for 6 seconds after teleporting. (Down from 8 seconds)

Safe Passage : For 5 seconds after you Teleport, you will take 25% less damage. (Down from 27%)

Reversal : Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 second. (Down from 8 seconds, remaining cooldown effect added)

Wormhole : After casting Teleport, you have 3 seconds to Teleport 1 additional time. (Previously could teleport 2 additional times within 1 second)

Crusader

Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. (No longer has a Movement Speed penalty)

Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 16515 Life per Kill for 5 seconds. / This effect may occur once every 60 seconds. (Reworked from: Gain 1% Armor for every 3% of maximum Life missing)

Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by 20%. (Note: the current value in-game is actually 2063; Damage reduction up from 5%)

InsurmountableBlocking an attack generates 6 Wrath. (Reworked from: Block Amount when 4 enemies are close)

Iron MaidenYour Thorns is increased by 50%. (Previously gave a static amount based on character level)

Finery Gain 1.5% Strength for every gem socketed into your gear. (Previously gave a static amount based on character level)

Holy Cause The amount of damage dealt by your weapon is increased by 10%. / Whenever you deal Holy damage, you heal 1% of your total Life. (No longer requires Holy damage from weapon)

Towering Shield Increase the damage of Punish, Shield Bash and Blessed Shield by 20%. / Reduce the cooldown of Shield Glare by 30%. (Reworked from: Gain Block Chance every second, which resets with blocking)

Fervor While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%. (Reworked from: When an enemy dies nearby you gain Attack Speed)

Fanaticism - Increase the attack speed of Punish, Slash, Smite and Justice by 15%. (Renamed from Nephalem Majesty. Reworked from: Increases the duration of Nephalem Glory by 30 seconds)

Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 430% weapon damage as Holy plus 250% of shield Block Chance as Holy damage. The shield will ricochet to 3 nearby enemies. (Up from 340%, damage element now specified)

Combust : The shield erupts in flames and has a 33% chance to explode on impact, dealing 310% weapon damage as Fire to all enemies within 10 yards. (Up from 270%, distance up from 8 yards)

Shattering Throw : When the shield hits an enemy, it splits into 3 small fragments that bounce between nearby enemies, dealing 170% weapon damage as Holy to all enemies hit. (Up from 50%, damage element now specified)

Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 480% weapon damage. (Up from 440%)

Gathering Sweep : Enemies caught in the sweep are pulled toward you. / Sweep Attack's damage turns into Holy. (Damage element now specified)

Blazing Sweep : Enemies hit by the attack will catch on fire for 120% weapon damage over 2 seconds. (Down from 170%)

Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 1710% weapon damage as Holy over 6 seconds to all enemies caught within it. (Up from 1260%)

Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 2766% weapon damage as Holy over 6 seconds to enemies caught within it. (Up from 1680%)

Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1550% weapon damage over 5 seconds to enemies who walks through. (Up from 975%)

Split Fury : The ray splits into 3 smaller beams, each dealing 1980% weapon damage as Holy over 6 seconds. (Up from 1440%)

Thou Shalt Not Pass : Ground touched by the ray pulses with power for 6 seconds, stopping enemies who try to pass over it. (Damage was Holy)

Fires of Heaven : Call down a furious ray of Holy power that is focused through you in a beam across the battlefield, dealing 960% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath. (Up from 735%)

Phalanx Cost: 30 Wrath / Summon powerful avatars who charge forward to the targeted destination. Enemies caught in the charge path take 490% weapon damage. (Up from 380%)

Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 185% weapon damage. These bowmen follow you as you move for 5 seconds. / The Bowmen can only be summoned once every 15 seconds. (Up from 160%)

Stampede : Summon warhorses that deal 490% weapon damage and have a 30% chance to Stun enemies for 2 seconds. (Up from 380%)

Bodyguard : Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you and fight by your side for 10 seconds. Each Avatar will attack for 560% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds. (Up from 285%)

Bombardment

Mine Field : Each impact scatters 2 mines onto the battlefield that explode when enemies walk near them, dealing 160% weapon damage as Fire to all enemies within 10 yards. (Damage element now specified)

Fist of the Heavens - The pillar of lightning now deals 545% weapon damage (up from 340%); The 6 piercing charged bolts now deal 255% weapon damage (down from 340%)

Heaven's Tempest: Now summons a fiery storm (changed from Lightning); Now deals 100% weapon damage (down from 150%); Damage now specified as Fire

Fissure: Now deals 410% weapon damage (up from 400%); Lightning between multiple fissures now deals an additional 135% weapon damage with each arc (down from 185%)

Divine Well: Now deals 40% weapon damage (down from 80%)

Retribution: Now hurls a fist of Holy power (changed from 'a fist of fire and lightning'); Now deals 270% weapon damage (down from 350%); Damage is now Holy (changed from Lightning); Explosion at target now deals 435% weapon damage (up from 150%); Explosion damage is now Holy (changed from Lightning); The 6 piercing charged bolts now deal 185% weapon damage (down from 350%)

Blessed Hammer : Now deals 320% (up from 200%) weapon damage

Burning Wrath : The scorched ground now deals 330% (up from 150%) weapon damage per second

Thunderstruck : The lightning that occasionally arcs between you and the hammer as it spirals through the air now deals 60% (up from 40%) weapon damage

Icebound Hammer: If the hammer explodes on impact with an enemy, it now deals 380% (up from 75%) weapon damage

Shield Bash

Crumble : Damage now specified as Fire

Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 740% (up from 380%) weapon damage

Shield Cross : Additional shields now deal 155% (up from 135%) weapon damage

Pound : Now causes Shield Bash to deal 1200% (up from 740%) weapon damage plus 500% shield Block Chance as damage (no longer specified as Holy damage)

One on One : The targeted monster is stunned (changed from 'immobilized') for 1.5 (down from 3) seconds.

Steed Charge - Duration is now 2 (up from 1.5) seconds.

Endurance : Now increases the duration to 3 (up from 2) seconds.

Draw and Quarter : Damage now specified as Holy

Judgment

Resolved : Damage dealt to judged enemies now has an 20% (down from 80%) increased chance to be a Critical Hit.

Iron Skin

Explosive Skin : Now deals 1400% (up from 1050%) weapon damage.

Akarat's Champion - Reworked: Now increases the hero's damage by 35% and the Wrath regeneration by 10 for 20 seconds; Removed from tooltip: "The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health."

Fire Starter : Reworked: Dealing damage burns enemies with the power of Akarat, dealing 460% weapon damage as Fire over 3 seconds

Embodiment of Power : Reworked: Now increases the bonus Wrath regeneration from Akarat's Champion to 10

Rally : Reworked: Using Akarat's Champion reduces the remaining cooldown of your other abilities by 12 seconds

Prophet : Added to the tooltip: "The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health"

Hasteful : Gain 15% (down from 30%) increased attack speed (changed from movement speed) while Akarat's Champion is active

Falling Sword - Now deals 1700% (up from 1100%) weapon damage

Superheated : Now deals 310% (up from 200%) weapon damage

Part the Clouds : Now deals 605% (up from 165%) weapon damage

Flurry : Now deals 230% (up from 60%) weapon damage as Holy (damage type wasn't previously specified)

Punish - Now deals 335% (up from 270%) weapon damage

Retaliate : When you block with Hardened Senses active, you now deal 140% (up from 94%) weapon damage as Holy (damage type wasn't previously specified)

Roar : When you block with Hardened Senses active, you now explode with fury dealing 75% (up from 45%) weapon damage

Slash Now deals 230% (up from 190%) weapon damage

Zeal : Grants 1% increased Attack Speed for every enemy hit for 3 seconds. This effect now stacks up to 10 (up from 5) times.

Justice Now deals 245% (up from 240%) weapon damage.

Sword of Justice : Upon hitting an enemy, the sword grants 5% (up from 3%) increased movement speed for 3 seconds. This effect now stacks up to 3 (down from 5) times.

Crack : When the hammer hits an enemy, there is now a 100% (up from 80%) chance it will crack into 2 smaller hammers that fly out and deal 245% (up from 175%) weapon damage as Holy.

Hammer of Pursuit : Now deals 335% (up from 300%) weapon damage.

Burst : Now deals 60% (up from 30%) weapon damage

Laws of Valor Cooldown is now 30 (down from 45) seconds

Answered Prayer : Reworked: Active: While the Law is empowered each enemy killed now increases the duration by 1 second, up to a maximum of [unknown value] seconds of increased time.

Laws of Hope Cooldown is now 30 (down from 45) seconds

Laws of Justice Cooldown is now 30 (down from 45) seconds

Decaying Strength : Active: Damage reduction now lasts for 30 (down from 45) seconds

Consecration

Shattered Ground : Now deals 155% (up from 95%) weapon damage as Fire per second

Smite Range is now 30 (up from 15) yards; Now deals 175% (up from 165%) weapon damage; The chains break off and strike up to 5 (up from 3) additional enemies within 20 yards for 150% (up from 125%) weapon damage

Shatter : The holy chains now deal 60% (up from 20%) weapon damage

Surge : Now increases the number of additional enemies hit to 5 (changed from an increase of the range of the initial chain to 30 yards)

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Δεν πιστεύω τίποτα. Σαν wizard τα πιο κουφά drops μου ήταν Fists of Thunder (monk's set) και Ring of Royal Grandeur (με strength).

και καλά κάνεις (μία από τα ίδια)

RNG παντού

το "Smart Loot" είναι στάχτη στα μάτια

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μια γ.....νη ζωνη ffs

Elsiane (Borg#2772)

Δεν πιστεύω τίποτα. Σαν wizard τα πιο κουφά drops μου ήταν Fists of Thunder (monk's set) και Ring of Royal Grandeur (με strength).

αλλο το roll και αλλο το item

και btw με την δικιά μου εμπειρία μου φαίνεται αρκετά σωστό

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μια γ.....νη ζωνη ffs

Elsiane (Borg#2772)

αλλο το roll και αλλο το item

και btw με την δικιά μου εμπειρία μου φαίνεται αρκετά σωστό

έχω ρίξει με τον DH, σπαθιά και κοντάρια (και μία ασπίδα)

τα ίδια @@ είναι , απλά με το roll είναι πιο συχνό το φαινόμενο.

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2 SoJ χθες σε διάστημα μιας ώρας και ενώ έκανα rifts με τον μπαρμπέρη.

Το ένα έπος (με fire dmg ) και το άλλο με Intelligence και arcane dmg.

Ευτυχώς που θα το δώσω στην μάγισσα της δικιάς μου που παίζει από το account μου αλλιώς θα το έκλαιγα.

Κατά τη γνώμη μου, καλό είναι να πέφτει και με stats gear για άλλα classes μιας και σου δίνει το έναυσμα να ανεβάσεις και άλλους characters.

Προσωπικά είμαι κολλημένος με τον μούλο οπότε ότι καλό πέφτει για άλλα classes μπαίνει στο μπαούλο μπας και ασχοληθώ στο μέλλον.

Σε περίπτωση που κάτσει κάτι πραγματικά καλό με άλλα stats από ότι θες και έχεις λιώσει για να σου πέσει, ε εκεί ξεκινάς παρέες με τον δρακουμελ (Μητσοτάκη )

Sent from mobile

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