Act II mercenaries are capable of only using polearms, spears, and javelins. Polearms are the obvious choice due to the number of good runewords that can be made (particularly Insight and Infinity). The Arreat Summit lists stats for the rangeadder (the weapon-related portion of the melee reach calculation) of each elite polearm (with similar stats for lower-difficulty polearms).
Are Act II mercenaries affected by the weapon reach? Against the same size monster, will my Act II mercenary have a smaller reach with a
Thresher than with a
At the shuttle bay, buying an N7 Valiant II costs 1050 at the Procurement Interface specifically Kassa Fabrication, but at the upgrade station, it costs 4750. Does this mean upgrading the weapon puts it the next tier, with better stats? And buying the next tier is cheaper but has lesser stats? If this is correct, in the long run if I'm going to use a weapon for an extended period will it be cheaper to buy next tiers first then buy upgrades when it is in tier X?
According to diablowiki: There are three types of elite monsters in Diablo III. Superunique [...] All quest monsters, including Diablo, are considered superunique. Rare [...] Champion [...] If I'm understanding this correctly it means bosses are affected by the "extra damage to elites"//"less damage from elites" affix some items have. Are the Übers and Key Wardens, despite not being regular quest monsters, also elites and, thus affected by these affixes?
I am upto Act 3 inferno and have completed some quests however seem to continually die, mainly against elites or hard hitting melees. Realising that this could be gear dependant I have purchased gear using the RMAH however this continues to frustate me. Below are my stats duel wield (shield): Strength 1364 (1211) Dexterity 287 Intelligence 326 Vitality 1548 (1456) Armour 7273 (8138 Damage 16830... / Marauders Rage for more DPS Revenge - Provocation Overpower - Crushing Advance (Usually Furious Charge Dreadnought if not killing Ghom) War Cry - Impunity Wrath of the Berserker - Insanity (To take down elite
playing a level 60 character either solo or with a friend. In both cases, I/we are able to easily clear any Act in Inferno. I am currently running the entire Act 3 each time I play. I currently have a +25% xp gem in my helm(I know this could be higher, but this will just scale and should not effect the answer). My current reasons for playing Act 3: High number of elite packs (for early 75% xp..., and then restarting the game? Should I be playing Act 2 or 4?
Possible Duplicate: Building Barbarian in Inferno I have read this very popular barbarian building guide, but I didn't feel it answered this question: What should Barbarians look at changing or building in gear or stats when progressing through Inferno from Act 2 to Act 4? Should there be a change in skills and passives? Should there be even more resist, armour, then str/vit? Or, should focus be on Crit % / Damage with the 1.03 3 minute enrage timer?
In Tomb Raider multiplayer, there are six DLC weapons that can be bought. They refer to Hitman: Absolution. Tomb Raider: Hitman: Absolution Weapons Pack Agency SPS 12 (shotgun) HX AP-15 (rifle) Silverballer (pistol) Tomb Raider: Hitman: Absolution Weapons Pack 2 JAGD P22G (pistol) M590 12ga (pump shotgun) STG 58 Elite (rifle) I don't know of a way to check their stats before purchase except by asking someone else who already has them. What are their stats (good resolution screenshots)? Is it also true that at least one of the weapons' sound is suppressed?
Torchlight 2 has many status effects that can be applied to monsters. However, they seem to be poorly documented (if at all.) One of these is silence, which has a spell dedicated to it, is a byproduct of the nether imp's attack, and is an effect produced by many magical weapons. Its official spell description is this: Silences enemies within 8 meters, preventing them from using most skills. Which abilities/monsters are affected? (The only one that I think I've noticed is the basilisk's immobilizing gaze.)
Possible Duplicate: What stats are best for casters (Wizard/Witch Doctor) doing Inferno? I'm trying to rebuild my gear towards beating Act 2 Inferno, most of my gear consists of very basic 100 int/vitality, and rings with IAS (Increased Attack Speed). Now I'm looking at buying in the AH, and I'm thinking of adding All Resistances on top of those. Are there other stats I should care about? Such as Life regeneration, or maybe even particular resistances (such as physical)
I'm running a 1/2 melee, 1/2 kite wizard build. The build is: Passives: Astral Presence Galvanizing Ward Temporal Flux Offense spells: Arcane orb (celestial) Hydra (Poison) Blizzard (stark winter) Defensive skills: Teleport (fracture) Energy Armor (prismatic) Buff skills: Magic Weapon (force weapon) I can farm act 2 inferno with this build, but most elites rough me up in act 3 though. Any suggestions on how I can improve my build?