17 Temmuz 2013 Çarşamba

This Monk calculator and equipment checker was submitted by Delekii.

Current Version: http://tinyurl.com/cs2jw9g

Full Url: https://docs.google.com/spreadsheet/ccc?
key=0ApVAeMW4XRfcdHlneGhLMVdpYnFYMUM3R0IydmNFRWc

I created a injury reduction program for myself to calculate relative values of every stat. I even have since fleshed it out plenty, to the sheet that's on the market these days at the link higher than. Please let Pine Tree State understand if you discover any problems, and report for sticky/upvote if you discover it helpful. 

How to use:

Enter knowledge as you see it on your character with gear equipped however no skills that have an effect on stats (ie: take away one with everything, seize the initiaive, etc). Dismiss follower, ensure you have got no cluster skills.

If you would like to use the dps program, conjointly enter your offensive knowledge while not a weapon equipped (needs to be this manner attributable to funky reportage of attack speed with multiple weapons equipped, and dangerous rounding).

Select your ability setup, any team-mate skills which will move, and/or follower skills.

Then go to sheet a pair of, that is that the DR sheet (now includes the gear checker). No knowledge has to be entered here aside from the stats of outgoing and incoming gear if you would like to check DR, which knowledge entry is bushed a self-contained and obvious box on the correct aspect. the rest you would like to vary in terms of skills ought to be done on the charater stats sheet.

If you would like to, you'll go to the DPS sheet, that uses the dps stats entered on the primary page. Enter up to five weapons as before, and select the presently active weapons. This page has not modified considerably except that the abilities increasing injury ar dynamically incorporated from the primary page. you'll currently conjointly see the injury per ability toggled by injury modifiers you must forever have, and injury modifiers that ar burst solely (with cooldowns).

Please note - these spreadsheets can lose plenty of practicality if regenerate to a format aside from googledocs. Any functions that use a drop-down confine googledocs won't work, and you may need to enter the worth manually instead. it's abundant easier to use on googledocs.
Here may be a Diablo three Effective Health Pool Calculator created by Drakie.

Note: This calculator continues to be a piece ongoing and is presently being updated, therefore you'll notice many bugs, and many numbers is also off.

My main char may be a barb and i have had serious problems moving into inferno, attempting to the touch each resource I might get to enhance my char I designed this tool to calculate your EHP.

The Calculator:

Diablo three Effective Health Pool Calculator

(Note: Link is presently not loading for a few. it should not load, strive once more during a jiffy. The server appears to be having issues.)

It nicely shows what passives/runes improve your EHP the foremost and provides you a decent plan what quantity EHP you are on and if you come many days later and update it you'll see your increase (I'm gonna build a personality system at someday, atm you will have to jot down it down yours elf).

The tool is currently designed so it will support all categories.

Curently enforced are:
- Barbarian
- Wizard
- Monk
- alternative categories can presently follow.

Features:
- with / while not dodge
- with battle royal / ranged / magic specific reduction
- with skills increasing your EHP someways
- toggling skills on and off to match them

It's fully clientside javascript, therefore dynamic  stuff can create it calculate everything on your machine, thence you would possibly notice alittle spike/freeze once you do,
this is principally as a result of i have not fazed with optimizing it (atm the onchange events trigger itself, fortunately backbone handles that fairly well).

You can input your base armor, resistance, VIT and lifetime of, it'll generate your final life, armor, resistance (which ought to match your character screen).

Behind all the checkboxes it displays the EHP if you'd amendment it (checked<->uncked) and the way far better amendment that will be.
That's what you'll use to envision which of them increase your EHP the foremost.
For example you'll simply see that War Cry with +resist graphic symbol is way higher then the opposite 2 choices.

I'd like to expand on this after I get some longer to relinquish it a nicer UI and show a lot of info (eg check what quantity +EHP you'd get for obtaining +100 armor etc).
Could create it a lot of generic therefore it'd work for Monks too ;-)

Known problems / bugs:
- Barbarion War Cry has three attention-grabbing runes, you'll check all of them along, however till I come back up with a much better thanks to piece the skillbuilds i'll leave this to the users responsibility

- Life is off by 200~300 horsepower, i want to work out why the provided formula (from alternative theorycrafters) is off
Paragon Level 1-100 Chart
Check out this Paragon Level Chart submitted by Kimano

Description: hr 'weak' mobs, half-hour 'medium', 10% 'hard', third of mobs square measure elites/champs.

There square measure many columns for over, average and undergeared. they modify the mobs/min to forty, twenty and ten severally.

I checked the program against this highest paragon levels for softcore, and got affordable values.

(~40 hours of play time gets you 36), that gets you a ~60% leisure since launch of one.0.4.)
Inferno hobgoblin Farming Guide submitted by UkiyaEJL.


Start with Act1 Quest The gift of adult male, Inferno problem.
Port to recent fictitious character, and appearance for the dungeon referred to as Dark Cellar, the dungeon doesnt continuously spawn, thus simply reset the search then redo it once more.
Inside are some trash mobs, and an opportunity to spawn a traditional chest and also the treasure hobgoblin.  If the hobgoblin doesnt spawn, simply reset and repeat.
Ideal with a 4man party, every member makes a game and searches for the hobgoblin till he/she finds one and so all different players take part the sport.
Clear the trash mobs 1st, make sure to not bit the hobgoblin and dont bring followers. pile up lots of +MF gear once killing the hobgoblin.
Rinse and repeat.
Note: this can be terribly helpful for hardcore players since its terribly safe and its nearly constant as farming elite/champions mobs.
Here is another Inferno Act one Farming Guide submitted by ND.


Description: A1 is okay for farming, it's quick and might drop the massive price tag things, simply lots of your time farming is critical. within the past a pair of days I've had a pair of 5mil drops in act one, terribly tight for regarding ten hours farming. emended the guide to incorporate a visit to the Fields of Misery to farm keys at the tip of the run.
Port to northern highlands, check for the tower dungeon on the NW wall of the zone (it's little, takes perhaps 10s). If it is not there, remake. If it's there, clear it for 1-5 stacks.

I anticipate the quantity of packs here are going to be nerfed presently, tho' usually times I simply realize one pack. in addition I realize the dungeon has a couple of hour spawn rate.
Check northern highlands (small space, 0-2 packs).
Run to the looking grounds (small space, 0-1 packs). it's NE of the highlands 100% of the time.
Run to Leorics court (small space, 0-2 packs) it's NW of the looking grounds 100% of the time.
Check cemetary dungeons, I kill one pack per dungeon so port out and head to following cemetary dungeon. the rationale for this {can be} that every dungeon can spawn 1-2 packs however it's seldom a pair of and generally they'll be quite massive areas, not well worth the time to clear them all.
Festering woods - clear the two dungeons there for two a lot of packs, kill packs that area unit move into the overall space if you encounter them. I typically realize one, however the vary i think is 0-2 within the general space.
Key Hunting: Fields of Misery: Go realize the killwarden and take him out (if you're running with monster power)
Rinse repeat. I make out in a couple of 0.5 hour or shorter if I stay targeted. i am a barb running a traditional blade and board build with sprint for quicker clearing. I ignore traditional mobs unless there is a vast pack then I kill them for fun.
Diablo three Weapon Science Guide submitted by fgr.

In Diablo three, your injury is entirely hooked in to the weapon you are holding. lots of individuals are asking regarding whether or not to use 2H or twin Wield, and what form of weapon works best with their spells. I did some experiments to work this out, and that i gift those results below:

Some individuals have claimed Diablo three solely uses your DPS to calculate talent injury. that's false.
I compared a really fast dagger to a slow 2H hammer with nearly an equivalent DPS. Despite having an equivalent DPS, spells like esoteric Orb did lots a lot of injury per solid with the hammer.

I used a dagger (46.5 dps, one6-46 dmg * 1.5 attacks/sec) and a 2h hammer (46.35 dps, 47-56 dmg * zero.9 attacks/sec).

I tried a range of spells, as well as Blizzard, Arcane Orb, and Ray of Frost. (10 full casts of Blizzard per weapon, measured before/after enemy H.P. values with the H.P. overlay.)

With the 2h hammer, my Blizzards did a mean of 590.7 damage.

With the dagger, my Blizzards did a mean of 346.3 damage.

(Deviation was little, this can be undoubtedly not a applied mathematics fluke. Note the ~1.706x by experimentation measured issue corresponds at intervals third to the ~1.661x quantitative relation you'd predict by scrutiny the weapons' individual average per-hit values.)

Arcane Orb did a lot of injury per solid with the hammer. Not sometimes; each time. I additionally tried with/without ~+30% IAS. The +%Attack Speed gear created no distinction on the injury per orb.
However, IAS did have an effect on the common injury per tick on Ray of Frost.

Conclusion: Technically speaking, you are doing an equivalent average DPS on esoteric Orb with the dagger or the hammer, however solely as long as you are chain-casting it. as a result of the spell is dear, you'll solely afford to solid it ~3 times in an exceedingly row, and therefore the total injury of these three casts are going to be a lot of higher with the hammer. However, the casting animation are going to be slower.

Note: I did no experiments on cooldown skills. it's doable that cooldown injury uses DPS rather than raw injury. I actually have no information on this at the present.

Some skills can work higher with quick weapons, some can work higher with hard-hitting slow weapons. If you're affirmative a talent that will one thing special on every occasion you solid it (like Attunement, that adds four esoteric power on each solid, or a Fury Generator), then a fast dagger can work best. If you're affirmative a fashionable spell, like esoteric Orb (or a Fury Spender), then you wish the maximum amount punch as doable per use, and you must target grievous bodily harm damage-per-hit.

It may be lots easier to induce your DPS up by deed +%Attack Speed gear, however this may not have an effect on your injury in the least on skills like esoteric Orb! but, quick attacks get pleasure from higher coarseness, instead of wasting DPS on overkill, therefore if you do not would like the additional punch of a slow weapon, you must rummage around for speed.
Diablo three Boss Levels.

Warning: This page contains spoilers.

Boss Name - traditional / Nightmare / Hell

ACT I
Skeleton King – Level eight / thirty three / fifty two
Queen order Araneida – Level eleven / thirty four / fifty two
The Butcher – Level thirteen / thirty five / fifty three

ACT II
Maghada – Level seventeen / thirty six / fifty five
Zoltun Kulle – Level twenty / forty one / fifty six
Belial – Level twenty two / forty two / fifty six

ACT III
Ghom – Level twenty six / forty six / fifty eight
Siegebreaker Assault Beast – Level twenty seven / forty seven / fifty nine
Azmodan – Level twenty eight / forty eight / fifty nine

ACT IV
Rakanoth – Level twenty nine / forty nine / sixty
Izual – Level twenty nine / forty nine / sixty
Diablo - Level thirty / fifty / sixty
Wizard Hell Azmodan Strategy submitted by Unknown.

Two words: Venom Hydra. Azmodan is massive and really slow, he does not transport like Kulle or charge just like the Siegebreaker: he'll simply slowly go through the pools of acid whereas the harm stacks once more and once more and once more.

I simply killed Azmo in but 2 minutes solo with Venom Hydra doing ninetieth of the work as I centered on running around and avoiding his attacks, and he ne'er even hit Pine Tree State. This most likely works in Nightmare and Inferno too. Note: I do 9k DPS, level 60.
Witch Doctor Inferno Belial Build and Strategy submitted by Dorfie.

I don't have nice gear however mistreatment the proper build i used to be able to nuke Belial down before the Nagas started spawning.

The Build:
http://us.battle.net/d3/en/calculator/witch-doctor#aZdQPU!WYV!aaYbbc

During part 1: do not bit any health globes and find a five stack soul harvest up. The period grapheme makes certain it's still up for part a pair of.

Phase 2: you ought to have your five stack harvest, grab five globes instantly for the +50% intel. Pop your a pair of 120s cooldowns and spam those darts. Your fetish pets can tank the hits therefore simply stand still and nuke. If you had your five stack harvest and feast up you ought to simply beat the Naga spawns even with dangerous gear.

With this strat the toughest half is truly part one. If you are doing part one absolutely part a pair of is simply hold down left click.
Post SS Nerf Demon Hunter Inferno Spike entice Belial Build and strategy submitted by cs_83.

          Vault - Tumble

          Spike entice - Scatter

          Elemental Arrow - Ball Lightning

          Hungering Arrow - Shatter Shot

          Preparation - Battle Scars (could have swapped this move into apprehension for Backup set           up or targeted Mind)

          Smoke Screen - Lingering Fog

          Steady Aim, Sharpshooter, Archery

         
Pretty much my customary ability set, apart from spike traps, that ar unremarkably caltrops.

As section one starts I born spikes on one aspect of the minions and killed them directly so stirred to it aspect. I then continuously hide spikes down and targeted the snakes that spawned the nighest to Pine Tree State.

Once section a pair of starts I burned him down, it's timer primarily based once the snakes spawn, therefore if you'll get him to transition (25%) comparatively quickly, you'll avoid coping with too several snakes. Same maneuver as section one, keep traps close to Pine Tree State to kill shut snakes.

Phase three was truly the best. I stood on the correct hand aspect of the platform, waited for the inexperienced circle, stirred to the correct, waited for succeeding one, stirred to the left, so stirred alittle any left then that to create certain i used to be out of vary of the double smash. once he begins channeling simply ensure you are moving 100 percent. If you get comfy with it you'll do some injury in between.

Dealing with section one and a couple of was the foremost tough, there is some RNG concerned once it involves snake spawns, however once the spike traps it works well.

As a aspect note, i attempted Frost Arrow runic letter for Elemental Arrow to affect the adds higher in p1/p2, that worked, however i used to be unable to burn him as quick as I wished to in p2, therefore I cursed with tendrils.

Paperdoll DPS on behalf of me was somewhere between 80-85k with sharpshooter. failed to have a chilly injury weapon, would have helped plenty.
Diablo three Demon Hunter Rakanoth Boss Strategy submitted by seipa.

 I ran with knight owing to his stun and amazing hate regen aura. we have a tendency to run in and let the knight stun him for his initial attack, and it's at this time it's crucial for you to try to to huge injury to Rakanoth.

 I believe I clean-shaven off a minimum of five hundredth of his health before the knight died and Rakanoth turned to Pine Tree State. At this time I smoke screened and simply ran to the left whereas the boss simply stood there uninformed.

 Smoke screen wears off and adds spawn. I tapped  smokescreen once more to counter charge and begin positioning myself so the adds {are|ar|area unit|square Pine Tree Stateasure} between me and therefore the boss (so that the ball lightning hit each the boss and therefore the adds).

 Mind you, I actually have seen bound demon hunters ignore the adds and burn Rakanoth down, however if you do not have the desired DPS, you actually ought to trot out those adds.

 Once the third (or was it second?) smoke screen is off you would like to be listening to Rakanoth's animation and/or sound. i feel he makes a particular sound once he charges. The adds should've been treated and you ought to be standing with Rakanoth left.


At this time, continue burning him down whereas looking fastidiously for his animation whether or not he is attending to charge/cast discs/spawn adds.

He truly managed to spawn a second set of adds on my kill however fortunately my knight aroused from sleep and shocked the boss, I smokescreened and took him down from twenty fifth to zilch.

Some non-specific boss battle tips I might offer you whereas i am at it:

1. Have low ping. Believe me, I've tried Rakanoth many times. The previous day i attempted him regarding ten times before flaming my head to the table and cacophonous  my play. I actually have a hideous setup wherever my ping would possibly skyrocket into the 1000ms and many timeouts. It will ruin a decent bossfight to zilch. sometimes I laze 300ms, however thereon explicit day I had 50ms that helps vastly if you would like to time your smokescreen dead.

2. recognize his animations. It plays a task on once you wish to press the button tied to smoke screen. If it is a charge, you would like to press it once he is midways through his casting (if you have got sensible ping as mention above). If it's shooting discs you'll simply avoid those by exploit. If it's adds you would possibly wish to attend till the adds have totally spawned before smoke screening.

3. bear in mind on however you gear. Not very price a bullet purpose in itself, however i am mentioning it anyways. i feel plenty of demon hunters feel an equivalent manner that there is no purpose in stacking vitality among your sleight gear. The notorious quote "You're solely attending to get ammunition anyways" therefore stack that dexterity!

Not solely will it increase your injury however it conjointly offers you one thing that's price quite vitality, in my opinion. Namely, dodge. I actually have 1900 sleight at the instant associate degreed it's saved Pine Tree State from an odd variety of deaths. Even transport charges from Rakanoth! i am presently resting at 12k power unit for anyone curious.

7 Temmuz 2013 Pazar

This build currently uses Ball Lightning.

I'm on Act III inferno and that i do not use smoke screen, at all. it isn't even on my bar. therefore here may be a tiny orientate however I play while not it.


I stack all resists and use Shadow Power with Gloom instead. I additionally stack attack speed, high life on hit weapon etc. taking part in inferno this manner is incredibly gear exacting, however awful. i do not ought to kite most things (exceptions being elite packs, you have got to stutter step small those virtually always).

If your resists and kit ar ok you do not ought to worry concerning obtaining round and might hold your ground lots higher. Unkiteable mobs like the Kamarupan and lacuni ar a joke if you go this route.

The nice issue concerning going this route is it frees up four of your skills. the sole 2 obligatory ar shadow power and preparation. near to everything issue else I've had work to an exact extent. I like victimisation entangling shot/6 emotion runic letter and ball lightning although.

The only time I miss smoke screen is once I have a nasty keeper jazz band or i am within the back of a Thomas Wright Waller cave. however even then I will pop shadow power, spam a ability and typically outlast the incoming injury in time for the wall or jail to dissipate.

Typically i will be able to clear trash terribly quickly and not ought to kite it a lot of. I stutter step small most elites however there ar some packs that's not possible with so I kite them to the spawn, reset the death timer so attempt to burst them down as best as I will. Most times you'll a minimum of kill one mob with however long you are staying up with shadow power (12 seconds).

Don't get American state wrong, I still die however I seldom get one shoted (except act three, screw you Soul Rippers). therefore if you are looking for an alternate to smoke screen and infinite kiting this build is pretty awful. I relish it quite an bit. I solely have 40k injury however I even have one thing like five hundred resists and enough armor to knock off five hundredth. I will out tank lots of barbarians because of the huge lifesteal/life on hit DH's get.

Tips

Learn to stutter step small, it'll save your life. Move a trifle, flip fireplace (with machine fireplace while not clicking a monster on) one ball lightning, run, rinse repeat. as a result of enemies chase you during a direct line you always hit each single enemy chasing you.
If you are during a party thunder bola/screaming bone spam can keep monsters off of your party o.k.. four second repeatable concern is simply concerning the simplest CC you'll get.
Life on hit weapon may be a heap higher than current DH meta offers it credit for.
The unwelcome person slow is usually reaching to be higher for your usage than the Templar's temporary tanking.
If you stutter step small properly, mortar sorts can ne'er hit you.
Fire chain mobs have completely different movement AI. they're going to move at random around you to urge the chain to hit you. quick fireplace chain transport mobs can kill you over and over and over.
Skip each single unvanquishable minions you run into. It's simply not worthwhile with however we've got to kill them (even if we are able to kill them).
Well that is all I will consider for currently. A bonus to victimisation this build is each single piece of kit (sans weapons) are going to be moveable over to a monk. they require the precise same stats you are doing.
Below ar take a look at results of the Demon Hunter ability changes. keep tuned for a lot of one.0.4 guides, builds and lots a lot of returning presently to the Diablo three journal.

Buriza Do Kyanon
Buriza Do Kyanon pierce is calculated multiplicatively with Hungering Arrow. It 1st checks for Buriza pierce, if it works then the arrow can pierce, then it checks the bottom pierce likelihood of the ability. perhaps it is the alternative method around however it does not matter: no infinite piercing.
The life on hit from clinker Arrow + Buriza isn't enough to facetank with ~600 life on hit in act one.
The highest AOE dps you'll get with Buriza comes from Frost arrow. Buriza + Frost arrow works roughly constant method as Lightning Fury back within the days. In alternative words, you get a solid mass of blue lightweight. it is a stunning sight in fact, however it is not enough to require care of things on its own in inferno.
The second highest AOE with Buriza is Bola Shot with vary runic letter. It works quite constant method Kuko Shakaku worked back within the days. pierce, explode, pierce, explode, resulting in quadratic scaling of injury. it is not enough to require care of things on its own in inferno
The highest single target buriza dps could be a tie between Puncturing Arrow (50% likelihood to pierce) and greedy Arrow (70% a lot of harm once every pierce). Shatter Shot merely does not work with Pierce. Anyway it is not enough to require care of things on its own in inferno.
Rockets do not pierce, grenades and alternative ground-targetted AOE do not pierce.
New Jagged Spikes
Zero procs embrace zero life on hit, however you knew that already.
Jagged Spikes dps is crazy still and it extremely extremely hurts attempting to tank while not it, this is often what liquified things down.
Jagged Spikes will picture leech. 6 June 1944 life steal isn't enough to recoup the lost health unless you've got godly dps gear. I don't.
Tanking while not Caltrops could be a mess, not as a result of the dearth of health returns however as a result of the dearth of a go-to ability to use desensitizing  Traps. bear in mind to place Fan of Knives and/or Spike traps somewhere on your bar if you description for it.
New Vault: path of clinker
it's crazy op
not mistreatment it's stupid
life leech works
life on hit works
the proc constant is roughly calculable at around zero.6
it ought to be nerfed to deal solely one hundred and fiftieth harm over three seconds.
New Vault: Action Shot
it's pretty smart & fun
it's not crazy OP like ToC thus do not description for it for currently
it shoots four arrows all the time, and it works specifically like Strafe except it deals a lot of harm (75% per arrow rather than ~30%). The four arrows can all hit one target if there is only 1 accessible.
it's the biggest discipline hog ever if you utilize it as your main attack
couldn't see if it may proc night stalker
didn't check if it consumed sharpshooter
New Rain of Vengeance: Stampede
the biggest harmr of the RoV runes if what you wish is burst damage, its dps comes near 1/2 path of Cinder's at 1200% over ~5 seconds, and its AOE is larger than Anathema, and it conjointly acts as a CC.
New Chakram
Boomerang harm is good. cannot kill shit with it as a tank DH in act2 though: Life on Hit is simply too low to remain in vary for a forged. A fix can be to the build it a twin boomerang for double as several hits (and in fact fraction every boomerang damage).
Serpentine deals smart harm however is totally unpredictable, as always. a straightforward fix would be to create it continuously begin its 1st curve from the right-hand rather than indiscriminately alternating. without delay the sole thanks to certify you hit one thing is to description for crazy IAS with dual-wield and carpet-advance (ie: do the alternative of kiting). This merely does not work.
Shuriken Cloud harm upgrade is spectacular however the proc constant is far too low, and therefore the base harm is far too low too.
New Companion: Wolf
still broken: does not attack something that moves. Increase its attack vary. It should be able to hit one thing that is snared.
New Strafe: Demolition
still broken: does not hit something that is not snared. If you do not need America to tank, build it explode on impact.
Strafe harm normally continues to be pitiful. It's presently a channelled dot that scales down with the number of monsters.
New fast fireplace
is good however still slightly worse than all the great harm choices we've got, as way as raw dps is bothered. ought to double the proc constant or one thing thus there is a profit to truly fireplace quickly rather than simply throwing an enormous hitter and kiting.
That's all of us, enjoy 1.0.4 and have a pleasant day!
I am presently in Act four inferno, and may handily kill virtually any champion/elite pack I bump into.

This build is extraordinarily simple to use and effortlessly deals with much all champions, elites, and even bosses.

http://us.battle.net/d3/en/calculator/demon-hunter#bilhXV!YTe!aabZZc

This build depends on our most powerful ability, Ball Lightning (Previously Nether Tentacles) This ability is totally ridiculous, it melts each enemy in its path and conjointly deals large harm to bosses. Ball Lightning also can hit some mobs doubly, dealing even additional damage(especially to giant bosses, like Azmodan, Belial, etc). due to this, it's very easy to create up the nephalem gallantry buff then destroy a boss for optimum loot.

Entangling Shot is incredibly useful for snaring those champion/elite packs. Since these packs typically are available 3s or 4s, the work party grapheme becomes terribly helpful.

Ball Lightning, is nice for each single target and AoE. There area unit alternative alternatives although. Since the NGO nerf, alternative choices have unfolded, and then way I even have been best with either Ball Lightning or Frost Arrow.

The first ability, rain of revenge with stampede, forces packs of champions/elites to be perpetually knocked back, permitting most harm with nether tentacles. I ought to note that the elite mob itself won't be knocked back, solely his minions.

The companion bat is incredibly helpful for generating that further emotion to permit nether tentacles to be perpetually spammed. you'll be able to virtually burn down champions/elites before your emotion gauge reaches zero.

Smoke Screen is important. Smoke screen permits United States to interrupt those plaguy snares and roots, deflect harm, and evade mob attacks. I like the lingering fog grapheme, which supplies you longer to deal most harm. each second is crucial.

And finally, preparation. This ability permits United States to reset our discipline and still smoke screen to pump out harm. With a half-hour likelihood to not trigger the cooldown, you'll end up ready to perpetually smoke screen and evade all styles of precarious things.

As for my gear, I went with the "glass cannon" route. I primarily simply use any item that will increase my overall harm. I stack facility, crit, no matter I will get my hands on. i'm presently running with around 12k H.P. and 77k dps (with SS), that clearly means that i'm terribly fragile. However, with correct use of kiting and maneuvering I ne'er very get hit.

Guide continued  once the page break..

Faming Locations

Act I
Select the hunt "The jailed Angel", and opt for the half wherever you want to kill the peace officer. currently i favor to initial head to the graveyard of the deserted and build up my nephalem gallantry buff to around 3-4 stacks, then head to the cursed hold.

There will be around 2-4 packs of champions/elite to complete up the five stack, then killing the peace officer yields plenty of loot. once the peace officer head straight to the butcher, that once more drops large loot. i used to be ready to farm up enough loot myself to urge American state through Act II simply, while not visiting the firm once.

Act II
Select the hunt "The Black Soulstone", and opt for the half wherever you want to confront Zoltan Kulle. currently i favor to move to the desolate sands, specifically the Vault of the Assassin zone. All of the mobs during this zone area unit terribly simple to influence (very few invisible snakes and no jumping huntresses).

Now you'll be able to merely port on to Zoltan Kulle. there's a technique i take advantage of, decision it what you may, however i favor to mention its "clever use of ingame mechanics". First off, nether tentacles can kill his 2 stone giants in seconds, thus its simply you and Kulle. currently romp the circle within the center, and Zolten Kulle are going to be "stuck" on the opposite aspect. you'll be able to currently change one spot and burn him down with solely having to avoid the tornadoes if they get shut.

Act III
I like to begin out on the hunt "Machines of War". Nether tentacles decimate the catapults and it's fairly simple to create up a five stack of nephalem gallantry. Continue across the bridge and you may fight the boss the Siegebreaker. This boss is absolutely simple, simply romp in a circle and let nether tentacles do the rest!

Alternatively, you'll begin out on the hunt "The Siegebreaker". this offers you the waypoint just about directly before of the Siegebreaker's space. you'll be able to then build up the five stack nephalem gallantry buff elsewhere, and easily use the waypoint to succeed in his space quickly.

Act IV
I have some bother on the first bosses during this act, in all probability as a result of i'm nearly engaged enough for them, thus I simply begin on the hunt "Beneath the Spire" and build up a five stack of nephalem gallantry and farm champions/elites.

A few tips:

-Movement speed on boots very helps kiting. The quicker you're ready to place distance on enemies, the faster they're going to die.

-More most Discipline. I even have a quiver with +8 discipline, and since of this I will use smoke screen three times in a very row, preparation, then smoke screen three additional times. If the preparation cooldown reset, you'll be able to know another three additional times... and laugh as enemies die before you even break a sweat.

I think this build is extraordinarily simple to use and since the demon hunter has terribly distinctive kiting skills and defensive skills, inferno very is not any bother in any respect.

Happy Hunting!
I'm presently running 1-4 man teams in act three Inferno, and that i thought that a number of my expertise might very facilitate a number of the up and returning Demon Hunters out there.

With my play vogue and build I nearly ne'er die currently despite the random super quick liquefied shielding mortar house wall mobs (which I still typically flee from), thus i believe i do know a issue or 2.

My Playstyle

When I solo Inferno I grab the knight and take a look at to gear him with a decent mixture of way of life, Vitality, and Strength for harm mitigation, however honestly having a companion will nearly nothing for you besides providing you with another smoke screen target, thus don't have faith in your knight to tank as he can in all probability die ninety fifth of the time on pulls. I invariably use the stick and move manoeuvre that means i'll shoot as several frost arrows as I will at a collection of mobs, and so after they get at intervals many feet of Pine Tree State i'll smoke screen and still DPS if I will burst it down fast enough or i'll reposition and so still rinse and repeat.
Solo and general survivability:

You have to recollect that you just don't seem to be planning to be ready to take even one hit from something while not dying ahead of time before you get all resist and higher armor/dex things, thus learning to dodge skills and observation the enemy mobs for his or her animations once doing aforesaid skills is vital in living inferno. mistreatment Smoke Screen as usually as attainable can save your life, and generally standing still and seeing the hit come back towards you then Smoke Screening at the last second whereas continued to DPS is your best choice simply bear in mind that position is not planning to prevent, and bear in mind do not be afraid to go away individuals behind if they pull a foul pack of mobs you are not planning to survive a thirteen mob pull with a pair of blue packs most of the fundamental quantity.

My Build

http://us.battle.net/d3/en/calculator/demon-hunter#biXVlh!cYe!aZZbbZ

Why these skills?

Entangling Shot w/ crew

A free AoE snare helps you kite mobs easier once you square measure out of hate, and therefore the more cull the week harm in AoE kind is unmatched in ninetieth of things this talent may be a viable tool to defeating inferno as a DH.

Guide continued  when the page break..


Elemental Arrow w/ Frost Arrow

If you have got mained a DH for any quantity of your time and have had your likelihood to induce your hands on this talent you'd recognize that it's out and away the foremost op harm talent a DH has not solely will it solely value ten hate, however it deals AoE harm, snares, and synergies with cull the weak.

Smoke Screen w/ Lingering Fog
If you have got created it to hell nonetheless and tried this talent whereas you were on the brink of die to some variety of AoE or single target laborious smash you have got in all probability already detected that this is often the foremost overwhelmed talent within the game at the instant, and is that the core talent for any DH.

Preparation w/ Battle Scars

Preparation is unmatched by the other laborious discipline talent and w/ Battle Scars you get a free drinkable each time you employ it. I actually have tested out different runes, and zip is a lot of valuable than healing yourself for hr of your health once you square measure on the brink of die on high of resetting your discipline thus you'll Smoke Screen a lot of to do to burst mobs down.

Rain of retaliation w/ Stampede

AoE put back that prices nothing may be a terribly nice talent if you're running solo, and generally even in an exceedingly party, however I typically run Marked for Death with the Reaper runic letter if I actually have any kind of good teammates with Pine Tree State as a result of the superb AoE harm + helps burst mobs down quicker.

Companion w/ Bat

This is a lucid staple in any build the hate regeneration is unmatched by the other talent you'll stick within the slot, however your Bat generally pre-pulls pack thus take care ^^.

Passives

Cull the Weak

Frost arrow and Entangling Shot square measure your a pair of core DPS moves thus this is often a no brainer in most cases, however I even have this swapped out immediately for Sharpshooter as a result of i am employing a 2h bow and therefore the important harm is insane compared, however i might extremely advocate mistreatment Cull if you have got the other kind of weapon.

Steady Aim

Some individuals assume this is often a useless passive from time to time, however if you play properly you'll keep yourself out of vary of most mobs by smoke screening and positioning properly to create this a viable alternative, and altogether cases with party members or while not party members I actually have found this unmatched.

Archery

This is your staple passive for doing harm with any weapon see Cull the Weak on top of for variations on shift out Cull:Sharpshooter.

Gearing

When I 1st came to inferno i assumed that stacking vitality would save Pine Tree State, however doing thus won't prevent from something as a result of most mobs can 1-3 shot you either method unless you have got the subsequent stats. bear in mind that you just square measure going from hell to inferno which implies you're going from employing a 200-300 DPS bow to a 500-1.5k DPS bow, and therefore the gear scale is simply method over what you'll realize in hell, however if you provides it time and farm Act one lots you'll get the viable gear eventually to induce all the method through inferno sort of a professional.

Dex

This is a lucid alternative because it will increase your DPS, offers you dodge, and if the mob is dead it cannot hurt you.

Resistance to any or all components

This is out and away the best stat you'll invest in handily as a result of most of the harm you're planning to take is elemental this may increase your survivability ten fold, and i am not talking concerning ten more or less Resist to any or all i'm talking 300+ Resistance to any or all components can modification the method you inspect inferno forever.

Vitality

Now i do know that I aforesaid this stat is that the devil and it'll trick you in any respect times into a false sense of security, however what I ment was stacking this stat alone can do nothing for you, however obtaining a decent quantity of health (I have 25k health and 300+ Resist all w/ barb shout in A3 Inferno) and Resist all can offer you the flexibility to require 4+ hits from a mob that is nice considering you'll simply smoke screen when the primary hit and recoup.

Armor

You should ne'er discount this stat because it may be a terribly viable mitigation tool which will enable you to induce to the purpose wherever {you will|you'll|you'll be able to} face tank some mobs (Yes I can face tank some mobs in Inferno), and if you employ a onehander with 550+ DPS w/ a protect till you'll realize a 800+ dps 2h w/ a mixture of different smart gear you'll mitigate lots of these 1 shots ahead of time into 2-3 shots (I usually explore for shields with resist all, high armor, high block quantity and DEX. bear in mind that albeit armor is effective if you are not doing enough DPS to kill mobs you're dead anyways, however losing 1k-2k once you have 15-50k DPS is not an enormous loss once you get that survivability from a protect.

Magic Find

Obviously the last item on the list of stats, however can assist you get things quicker.

Extra Note

Having bother with mirror mobs? attempt mistreatment Shadow Power with Gloom. it'll assist you lots.
Diablo three necromancer guide submitted by dudetheiii.

I have been enjoying the necromancer since the sport came out as a result of i assumed i might fancy the category and that i still do. i'm tier fifty nine necromancer and that i am currently at act four.

I simply soloed act three with relative ease. Anyway, you almost certainly have encounter an analogous or maybe identical build to mine as a result of i feel it's very the sole thanks to progress through nightmare and hell.

The Build: http://us.battle.net/d3/en/calculator/witch-doctor#acUdYT!dWU!aaZZcc

Let American state justify my decisions for this specific build and the way you must play the necromancer.

First of all, Poison Dart Splinters is an incredible move. several constant harm at low mana value. thus if you do not have the mana to use dire bat you'll have faith in this guy. Also, since it's an extended vary move you have got the power to kite.

Dire bat is terrific. The vary is big not like zombie bears. although zombie bears is nice it lacks vary and you cannot kite. additionally, the animation time for zombie bears is longer thus you're vunerable to attacks. what is more, your harm output from zombie bears is decreased  as a result of the bears run everywhere or some run into a wall and solely one or two truly hit the mob. Dire bat is one among the witch doctor's hardest striking moves and permits for wonderful kiting and cleanup of swarms.

Spirit walk is simply a requirement. it's such an excellent utility. it's such associate degree absolute life saver. can|it'll} cause you to lose provocation thus your pets or teammates will tank for you. you'll break sure crowd controls that the enemy can drop and you're unvanquishable. it's conjointly an incredible ability once it involves kiting. would like I say more? I in person prefer to have the honored quest graphic symbol as a result of it'll keep my mana up thus I will spam dire bat. often you will need to switch the graphic symbol betting on things or the boss. for instance, I went with Jaunt against Azmodan to urge faraway from his black pools.

Guide continuing once the page break..

Soul Harvest is necessary. i do know folks prefer to strive various things however you actually cannot do while not this spell. I choose siphon as my graphic symbol to keep up my life. additionally, it will increase your harm output vastly. for every monster you soul harvest you hit you gain one hundred thirty intellect. that's insane! you furthermore may gain resistances! affirmative please?

I decided to travel with zombie dogs and elephantine attributable to the very fact that you simply would like tanks. The dogs do not last super long however they a minimum of function a distraction. I opted to travel with the graphic symbol leeching beast on the dogs in order that they square measure additional sturdy however conjointly I gain some health furthermore. Also, once somewhat of testing leeching dogs have higher health than the opposite dogs.

I selected strapper on the elephantine as a result of not solely will he have additional health however he has that nice stun. That stun is nice at maintaining elites. additionally, the strapper elephantine will additional harm overall compared to the opposite elephantine. try and keep these guys up in any respect times. they're required to stay you alive.

Passives

So currently for the passives. every now and then you'll ought to changes these however this is often progressing to be your typical build.

I wont to use zombie handler. that may not a foul choose however jungle bravery is healthier. It still makes your monsters tankier however you're conjointly tankier.

Pierce the Veil i actually feel may be a should. you would like to be dealing several harm to clear those mobs. The longer fights last the more severe it goes for you. additionally, your tanks do not last forever thus you do well drop those mobs down pronto! conjointly, if you do not have somewhat of injury you'll virtually ne'er be able to take down those elites.

Finally I opted to travel with Vision Quest. This passive is thus wonderful. this is often however you are doing such a lot harm. you retain create mana to spam dire bat. it'll conjointly facilitate balance out Pierce the Veil.
Remember that now and then you will ought to switch your passives. for instance, I sometimes use spirit vessel against a boss. That means I even have larger kiting however a way to survive therefore I will heal and keep within the fight. you'll get a concept once you ought to switch things up for a fight.

Rotation

So the rotation you wish to travel for is as follows. 
You want to summon your tanks. 
Keep conjuration them although you're not in fights to reset those cool downs to create Vision Quest live. 
When a fight breaks out, let your monsters tank. 
You can than spirit walk into the mob and use soul harvest. 
You will heal and increase your harm. 
You run back behind your tanks and start dropping dire dotty for insane harm. If you do not end the mob simply still kite Associate in Nursingd sky an occasional dire bat or poison dart and use spirit walk to stay up your mana. 

One last tip! Dont desire you wish to fight each mob. In fact, bound mobs you will not be ready to beat. A vortex, mortar, and esoteric elite is largely not possible to beat and is not price some time. 

Try to simply run past them. Spirit go away and maybe you'll ought to switch your spirit walk to jaunt. simply keep that in mind.

Anyway, I hope you enjoyed this guide/build. I hope that it's of some use to you. i believe this is often the sole possible way to play in hell mode.




6 Temmuz 2013 Cumartesi

After lots of looking and trial and error I appear to own finally found a setup that works rather well while not "exploiting" something.

A lot of individuals are not explaining why things area unit smart thus hopefully this helps out some new players. there's conjointly lots of observe what works in Act one however nothing farther.

Unfortunately Act one is pretty simple and does not very push you to the boundaries that the remainder of inferno will.

One issue to stay in mind is that you just cannot trust your harm rating. it'll lead you down the trail of death and verbalise at the monitor. The auxiliary harm you are doing can greatly increase this variety and truly continuation will wonders for your dps.
Passive: Cold Blooded: The reductions to armor and resist create glass canon not even a thought on behalf of me. This brings ME to cold full-blooded for a pleasant injury boost to my primary attack of selection.
Ray of Frost: IMO this is often the strongest direct attack we've got for inferno considering the last bullet purpose and also the proven fact that it slows the target. the one target is a pain however if you are kiting and teleporting very well it's a state since burning one mob at a time is that the most suitable option anyways. The cold blood runic letter is just about the sole selection because the esoteric power reduction permits for lots additional sustained injury.
Venom Hydra: This spell may be a beast for injury. The frost hydra would synergize higher however the restricted attack radius makes it useless.
Magic Weapon: Venom does not really proc from RoF therefore i am going with raw injury.
Passive: Blur: Considering the opposite choices i believe this is often the foremost valuable selection. Fast, teleport, vortex, and simply plain unhealthy cooldown temporal order leaves you continue to taking a good quantity of scrimmage hits and this ensures they're simply love faucets to refresh transport.
Passive: Illusionist: Once you stop being one, two, or perhaps 3 shot this is often a tremendous ability.
Teleport Fracture: The decoys scale in quality with the problem of the pack and that they square measure pop out being pretty damn helpful. I typically attempt to not run however to transport once fighting a troublesome pack. Not solely will this keep ME from taking additional injury directly however the decoys square measure continually up providing a distraction.
Diamond Skin: Rounds out the build very well
Energy armor: Still valuable once you are geared properly. that we'll get to next.
Guide continuing when the page break..


Wizard Inferno Guide submitted by Arktem.

My expertise includes Diablo two Hardcore for 5+ year. WoW Hardmode marauding for 5+ Years, US 4th). And presently Act four Inferno on Diablo.

For those wanting a Video of however this works, or simply need to sit back and watch a stream, my stream page is found below.

www.twitch.tv/ArkD3/

Keep in mind as you're reading this that things modification counting on if you're with a gaggle or if you are solo. several methods, gear selections, and specs ar way more viable in a very cluster setting.

I wrote this all terribly quickly and possibly uncomprehensible plenty of stuff. i will be happy to edit more/Fix some if folks realize it helpful. If folks get butthurt concerning "Mathcraft" for any of my recommendations below i will be able to be happy to incorporate numbers to support any of my claims.

Build

http://us.battle.net/d3/en/calculator/wizard#alQSOi!XYT!cYYZYb

Basic build, that's helpful for any and every one things. Some folks opt to replace Blizzard with esoteric Orb + Temporal Flux. each ar 100% viable, and each have their execs and cons.

Blizzard provides you plenty additional management over mobs, essentially it is the "Safe Route".

Arcane Orb provides you additional harm, however you have got to be far more careful.

Everything else ought to essentially keep constant in nearly all things. Diamond skin, whereas terribly robust too soon, loses plenty of it's quality just because it doesn't scale. the sole time it will be helpful is for replicate harm mobs, which might simply be handled by having many further items with + Life on Hit (Note, this is not strategy for living Steal), and swapping to them once the requirement arises.

Gear

Boots - each single boot you purchase ought to have 12-tone system movement speed. Nothing else matters.

Weapons -

2h - 2 two-handed weapons ar superior harm over 1h/oh jazz band, however they need the disadvantage of being abundant slower animations.

1h - have the advantage of getting abundant quicker attack animations, that in a very kite specification is extraordinarily vital.

Please note if you're not employing a signature spell, that i do not in person advocate, then you ought to forever accompany a powerful 2h if you'll be able to get your hands on one.

Guide continuing when the page break..

Stats

Vitality - Get 30k, perhaps to a small degree additional, then specialise in alternative stats.

All Resist - Your number one defensive stat. way more vital than Vitality, forward you have got round the 30k mark.

IAS (Increased Attack Speed) - removed from useless as others appear to mention. Anyone WHO has done testing with it is aware of the worth of it. If you're not running a Signature Spell then IAS loses abundant of it's price, however once more there extremely isn't any reason to not have a signature spell.

With a signature spell, and additional specificationifically a kite solo spec, IAS may be a god send. having the ability to solid spells whereas kiting, and not lose any movement time, is completely wonderful. i'd extremely advocate this stat to anyone WHO primarily will Solo Kite methods.

INT - additional harm is usually smart, however it additionally has AN raised advantage of giving United States All Resist that is very valuable.

Crit likelihood - currently that the essential Mass build has been nerfed crit has lost abundant of it's charm. therewith same, once you reach concerning V-day crit, that is not very tough, it's the bonus of constructing Crit harm extremely valuable.

Crit harm - With a semi good Crit likelihood, 10-15% crit harm may be a superb stat to own. With V-day crit {the price|the worth} of getting AN Emerald (+70% crit damage) greatly outweighs the DPS value of one Ruby (Bonus damage).

Magic realize - don't have any magic realize stats on your main gear. forward after all you do not have one thing higher. Instead get along a powerful Magic realize set to stay in your luggage in the slightest degree times. once a boss/Last mob is on the brink of die, swap extremely quick to your magic set.

Farming Spots

*Save yourself it slow and pain and simply skip act two.*

Act one - I in person skipped all of act one and went straight to act three. I simply do not realize the loot to be of any use, particularly considering the AH. therewith same many of us value more highly to farm "The unfree Angel" and work their means towards Butcher.

Act three - Siege-breaker runs. 1st begin a game on "Kill the Siege-breaker" then transport to the Bridge. this can offer you "Tyrael" as a companion. Once you have got him transport to the Bridge of Korsikk. The mobs during this location ar terribly simple to kite, furthermore as typically not having several "Bad Combos". this can be far and away my favorite place to farm. Once you reach a five stack kill Siege-breaker.

This compilation of item properties is formed only for the monk. we tend to appear to be the talent category that depends on our data and skills to succeed, so i give you with a tool to help your theory-crafting wantsso as to additional the monk community.

I have compiled what i feel to be all the relevant attributes on all item slots, in addition as their most priceat first i simply wished the stats for myself, however i patterned why not share it with everybodythus here it's.

This is associate current add progress, and that i so encourage anyone to comment if you notice incorrect values etc. I expect there to be things to even out, particularly within the days to returnthus your feedback is way appreciated. Some properties are omitted as a result of i felt they were subpar, however, if you notice one thing missing associateyou'll be able to convert American state that it's an desireable end-game stat for any monk specc, then i will be able to add it.

This is simply the primary version of this post, since once having compiled of these stats i actually would like an opening from them. shortly i will be able to update things, for currently simply the raw stats ar here for all to examine.

Also, if anyone apprehend if vi properties is that the most on a rare item, please let American state apprehend.

2-Handed Weapon


- 959 Life on Hit
- 1 Socket
one hundred fifty manual dexterity and Vitality
- 63.9 Life per Spirit Spent*
two hundred Vitality
five-hitter likelihood to Freeze / Stun

- 286-667 injury (Any kind, except; Cold 171-399)
twenty fifth exaggerated Attack Speed
100 percent exaggerated essential Hit injury
five hundredth increased Weapon injury
two hundred manual dexterity
6 June 1944 Bonus vs. Elites
five Reduced Spirit price of Lashing Tail kick
8 May 1945 exaggerated essential Hit likelihood with Tempest Rush/Wave of sunshine

1-Handed Weapon (Sword and Fist)


- 959 Life on Hit
- 1 Socket
one hundred fifty manual dexterity and Vitality
- 63.9 Life per Spirit Spent* (Fist only)
two hundred Vitality
- 2.59% likelihood to freeze / Stun on Hit

- 286-667 injury (Any kind, except; Cold 171-399)
twenty fifth exaggerated Attack Speed
100 percent exaggerated essential Hit injury
five hundredth increased Weapon injury
two hundred manual dexterity
6 June 1944 Bonus vs. Elites 

Shield


eighty All Resistance
sixty Single Resistance
Sep 11 likelihood to dam 
one hundred manual dexterity and Vitality
one hundred Vitality
- 16% Life
6 June 1944 Reduced Elite injury
- 397 Armor
- 2.59% likelihood to Freeze/Stun
6 June 1944 Reduced scrimmage injury
Bastille Day control Reduction

100 percent essential Hit likelihood
one hundred manual dexterity 
6 June 1944 Bonus vs. Elites


Amulet


seventy All Resistance
fifty Single Resistance 
- 657 Life on Hit*
- 133 manual dexterity and Vitality
- 14% Life 
- 169 Vitality
- 360 Armor
Bastille Day control Reduction*
4 wheel drive Reduced scrimmage injury

17 November exaggerated Attack Speed
- 8.5% essential Hit Chance*
sixty fifth exaggerated essential Hit injury
twenty seven most Damage**
twenty seven Minimum and most Damage**
- 169 manual dexterity

Ring


seventy All Resistance
fifty Single Resistance 
- 328 Life on Hit 
eighty nine manual dexterity and Vitality 
- 9% Life
- 240 Armor
Bastille Day control Reduction*
eighty nine Vitality

17 November exaggerated Attack Speed
- 4.5% essential Hit likelihood
thirty fourth exaggerated essential Hit injury
twenty seven Minimum and most Damage**
twenty seven most Damage**
eighty nine manual dexterity

Helm


eighty All Resistance (Only seventy Spirit Stone)
sixty Single Resistance
one hundred manual dexterity and Vitality
- 1 Socket
- 12% Life
- 29.8 Life per Spirit Spent* (Spirit stone)
one hundred Vitality
- 397 Armor
Bastille Day control Reduction 

Bastille Day injury (All spirit regenerators + Exploding palm and Sweeping Wind)
6 June 1944 essential Hit likelihood 
one hundred Dexterity*
five Reduced spirit price of Cyclone Strike

Chest Armor


eighty All Resistance
sixty Single Resistance
- 12% Life 
two hundred Vitality 
one hundred manual dexterity and Vitality 
6 June 1944 Reduced injury from Elites (maybe 7%)***
three Sockets 
- 397 Armor
6 June 1944 Reduced injury from scrimmage

one hundred manual dexterity 

Legs


eighty All resistance
sixty Single Resistance 
two hundred Vitality
one hundred manual dexterity and Vitality
- 397 Armor
a pair of Sockets


one hundred manual dexterity

Gloves


eighty All Resistance
sixty Single Resistance
one hundred manual dexterity and Vitality
five-hitter likelihood to Stun on hit 
one hundred Vitality
- 265 Armor

two hundred manual dexterity
17 November exaggerated Attack Speed
thirty fourth exaggerated essential Hit injury 
100 percent essential Hit likelihood

Boots


eighty All Resistance
sixty Single Resistance
twelve-tone system Movement Speed
one hundred manual dexterity and Vitality
- 265 Armor
one hundred Vitality
likelihood to Immobilize

two hundred manual dexterity

Shoulder


eighty All Resistance
sixty Single Resistance
one hundred manual dexterity and Vitality
- 12% Life 
one hundred Vitality
- 265 Armor

one hundred manual dexterity

Belt


eighty All Resistance
sixty Single Resistance 
five-hitter likelihood to Freeze
one hundred manual dexterity and Vitality 
- 12% Life 
one hundred Vitality
- 265 Armor

one hundred manual dexterity

Bracers


eighty All Resistance
sixty Single Resistance
one hundred manual dexterity and Vitality
one hundred Vitality
- 265 Armor
6 June 1944 Reduced injury from scrimmage

6 June 1944 essential Hit likelihood 
one hundred manual dexterity

Legend: 

*I suspect it should differ.


**There are some things incorrect regarding this. Get each most and most + minimum of twenty seven injury, and you may get 27-54. I actually have seen a hoop with 22-69 injury but.


***Looking at a seven-membered Reduced injury from Elites at AH as I kind this, doesn't show up if I hunt for seven-membered.