How To Find The Murlocket Amulet Guide

The Murlocket is a unique amulet that is an easter egg of sorts. The amulet spawns a Murloc when equipped, which is a popular monster from World of Warcraft. Although the amulet and the Murloc it summons have no real practical use, it is a fun item for collectors or those whom simply enjoy having a cute little pet to follow them around.

This guide for patch 1.0.8, I will update patch notes if it still working.
But now, it working , let find your Murlocket Amulet and summon your murloc

Aside from the low drop rate of the Amulet, it is a rather easy item to farm. All you have to do is head over to the Sewers of Caldeum in Act 2 and find the unique monster - Moontooth DreadShark.
  • Moontooth can only be found in the Sewers of Caldeum.
  • He is not a guaranteed spawn and the amulet will not always drop either. This means you will have to run through this area few times until you find the amulet.
  • He always spawns in similar areas that have destructible debris in a corner. If you have found the right one he will appear and emerge from the rubble.
  • Monster Power and Difficulty level do not affect the drop rate of the amulet. Play on whatever difficult you are most comfortable with.
Step by step to find your murlock amulet

Go to Sewers of Caldeum


Find the unclickable barrier



Kill Moontooth Dreadshark


Get your Amulet


5. Summon your murloc



TIP 1: Make your runs on lower mps, magic find has nothing to do with the drop rate.
TIP 2: Moontooth is a rare spawn elite, don't expect to see him everytime.
TIP 3: The amulet is a blue drop, not yellow or orange.

Video (finding Moontooth but no drop..)



Unfortunately the Murloc will not help you fight in battle.

You found Murlocket Amulet? comment to let us know or give some advice to fellow player!


Mystic Enchanting Provides Stat Choices

The Enchanting system in the upcoming 'Reaper of Souls' expansion will let a player choose the new stat on an item that is enchanted. In some recent Blizzard Blues posts, Diablo III developer Wyatt Cheng provided new information about how the Enchanting system will work, provided by the Mystic artisan.

Enchanting System Details
Posts by both Lylirra and Wyatt Cheng delved into the Enchanting system, currently under heavy development. The system is designed so a player can take an item to the Mystic, and have a specific stat rerolled for a gold cost. There will be a list of stats that can be chosen, to replace the current stat on the item, and the player can choose which of those randomly rolled stats he wants to put on the item. Like much of the Reaper of Souls system content, this is under development and may be changed before it is released.
The way enchanting works right now (which, bear in mind, may change as we continue internal testing and receive feedback) is that you'd get to choose which affix you re-roll. So the process would be something like: visit Mystic --> select affix to re-roll --> get randomly-generated list of new affixes --> chose single affix from list --> pay material cost --> old affix replaced with new affix --> profit. The plan, at the moment at least, is to make an item account-bound if it's enchanted.
We're still tinkering with the actual costs and mechanics, as well as some remaining niggly details (like can you re-roll the same affix over and over? should the costs scale with each affix you re-roll? if yes, how much? etc) which is why we haven't done a grand reveal of the Mystic just yet.
We are still iterating heavily on the system, so the exact details may vary from what we talk about today, so let's talk about our values. By focusing on our design values, even if the exact implementation changes, you''ll be able to see our intent and what's important to us. Here are some of our design values for enchanting:
Value: It's important for the actual hunt for the loot to still matter
How enchanting supports this: As currently designed, you are only allowed to reroll ONE property on an item. In this way, each item can only be changed so much from it's original state. This allows enchanting to feel meaningful, while still allowing lots of room for players to resume hunting for an even better "base item" to enchant into an even better item.
Value: We want this to be a meaningful end-game sink
How enchanting supports this:
  1. As previously mentioned, all items that are enchanted will be bound to account
  2. Even though you are allowed to reroll only ONE property, you can reroll that property over and over. For example, suppose an item has 200 str, 200 vit, 80 res all, +1200 Life on Kill and +400 Life on Hit. You might choose to reroll the +1200 Life on Kill and get +87 Hitpoints per second. You can then reroll the +87 Hitpoints per second and get +4 gold pickup radius. You can reroll the "mutable" stat as many times as you want, but the other 4 stats (200 str, 200 vit, 80 res all and +400 Life on Hit) are now "locked in" and cannot be rerolled.
  3. We want to ensure enchanting is meaningful on Legendary items. We are working hard to make sure Legendary items are awesome. If we want enchanting to be a meaningful end-game sink, it needs to work on the best items in the game. It has not yet been determined whether this means you can enchant the "guaranteed" properties of a Legendary, or if you can only reroll the "random" properties of a Legendary. This aspect of the design is still under iteration but at the end of the day we want enchanting Legendary items to be worthwhile.
Value: We want to avoid "Buyer's Remorse"
How enchanting supports this: Have you ever played an RPG with an enchanting system that sometimes randomly made the item worse? Since we're allowing the result to be random, it's possible that your choices for enchanting are worse than the property you're replacing. Oftentimes this can lead to a feeling of dread when you begin the enchanting process. Or maybe you re-enchant the item over and over hoping to at least get something better than what you started but you get unlucky and run out of money or reagents before you get a good roll! To mitigate this, when we present you the list of options one of the options is ALWAYS the original property. So if you don't like the new options you can always choose to keep the old one. Now you can enchant with peace-of-mind.
Standard disclaimer. Enchanting is a work-in-progress. Expect it to change before it's done, but this is a glimpse at the current state.



Console Loot versus Loot 2.0

The drops on the console version of Diablo III are generally better than the PC version, with both higher stats on the items, and more class-appropriate drops. Lylirra talks about how the two systems compare, and the changes that are still under development for the massive Loot 2.0 patch. The console version may seem better right now, in that regard, but the PC version is still the lead platform, and will see big improvements with that eventual patch.

New Crafted Legendaries?
The Loot 2.0 patch will bring a lot of new and revamped legendary items. Going into the expansion, there might also be new crafted legendaries, and Vaeflare asks what type of crafted legendaries players would like to see.
We’ve certainly discussed the possibility of adding in some new craftable Legendary items into the expansion, but we don’t have any concrete plans just yet.
What kind of Legendary items would you like to be able to craft? If you had full control over the system, how would you want that process to work?

Demon Hunter Build - Rapid Fire and Strafe 1.0.8

This is a post-1.08 patch build that combines rapid fire and strafe and is designed for MP10. In the fields of misery or dahlgur oasis, I use strafe to quickly herd up to 50-100 monsters into a ball, and then lay down valley of death and rapid fire to kill all of them in 10 seconds.



This build doesn't need a hatred generator. The hatred consumption rate of both rapid fire and strafe scales with attack speed. If you gear your items around having as low an attack speed as possible without sacrificing DPS (crafted bracers instead of lacunis, manticore instead of calamity, etc) you can easily achieve permanent rapid fire and can contiuously strafe for 20 seconds. When you are low on hatred, use preparation-punishment to restore it. Rapid fire has a very poor proc rate, so use strafe-demolition and nightstalker to replenish discipline.
Both rapid fire and strafe are snapshotting skills, meaning that when you begin to channel the skill, it will use your stats at the start (including life steal from shadow power) for as long as you continue the attack. Typically, I hit gloom, strafe for 3-4 seconds to herd monsters into a good spot, drop valley of death and start channeling rapid fire before gloom expires. As long as you never stop dealing damage, the life steal will allow you to facetank almost anything.

Gear recommendations:
You have a lot of flexibility. The basic principle is to maximize your DPS and EHP with the minimum amount of attack speed. For instance, my setup nets 220k+ dps / 700k+ EHP with 1.43 attacks per second. Getting 10-20 discipline and hatred regen from items also helps things run more smoothly. You may also find that using a godly black rare crossbow + inna's favor gives similar DPS to manticore + witching hour at a much lower attack speed.



Variants:
Marked for death is optional. Other good options worth mentioning are guardian turret for survivability, vault combined with tactical advantage, caltrops - bait the trap combined with cull the weak, rain of vengeance, and smoke screen.
Thanks to celegans#1280 for this build :)

Have you tried this build yet? comment below to let us know and share your experience about this build.

Wizard Blizzard XP Farming Guide


Blizzard XP farming wizard to hit around 115 M XP/hr (Got around 38.5 M in 20 min of continuous play). This build and route will not net you any demonic essences and probably low loot too so if those are your goals this is not the right build.




Very similar to the normal blizzard build that’s been circulating around but with 1 major change. Frost nova with deep freeze takes the place of spectral blades because we’ll be skipping elites. Frost nova provides some protection for you against tougher mobs and best of all gives you 15% CrC to generate more CM procs and more APoC procs.

As for the passives I ran astral presence since the density of crater 2 isn’t always as good as shown in the video. For the less dense runs the extra AP regen and ability to store more AP after encountering a mob (you tend to overfill you AP on the scorpion swarms) to increase the consistency of the run. If I had max AP on 2 items and more CrC I would probably go for GC (if I had enough EHP) or blur (if I was lacking EHP).

Build in Action

Very similar to normal blizzard except you’ll be skipping elites. Crater 2 runs work best for wizards since KD2 doors and pathing is too annoying.

Here’s a peak 160M run as an example of it in action. It also includes the gear and my AH tab to show you what I paid for it at the end. Note that in that video I forgot to actually equip my scoundrel which is why he died instantly so I actually missed out on another 3% CrC and 12% XP bonus.



There’s a bit of a learning curve to using frost nova properly, but you shouldn’t have too much of an issue keeping the buff up most of the time whenever you actually have mobs to hit.

Gearing

This is where it differs from the standard blizzard build the most.

General Idea: Don’t worry too much about sheet DPS. Get a hard hitting spear or mace. Stack Int, CrC, ChD and %Elemental. Don’t waste money on IAS unless it’s free. Generally speaking EHP will be more of a limiting factor than DPS since we plan on scaling the damage of blizzard up a lot.

I have 53k sheet with scoundrel. Buffed I’m 91k with 1.2 APS which means my weapon dmg is 76k. 9 s Blizzard will deal 765% dmg and is multiplied by 20% for cold blooded and 29% from frostburns. The total damage from blizzard is 900k or 1035k to demons over 9 sec. Of course mobs won’t always stand in your blizzard the full 9 sec so to determine your max MP you need to cast it on some blood clan dudes and see if they die or not.

I could actually kill stuff on MP6 but the problem was getting enough EHP to match that! I managed to get to 350k within this budget and dropped down to MP5, but I would actually prefer going a bit more since I have to be extremely attentive with this EHP. If you want to play a bit more comfortably I would suggest maybe spending a bit more and hitting 450k+ EHP.

Here are my following gearing choices:
  • Shoulders: I went for EHP rares on this piece, getting All res, High Vit, High life% with a bit of int.
  • Gloves: Frostburns. Dirt cheap for what they do. If you’re patient you can find 6/30 ones for ~50k. I ended up getting 5/29 for that price.
  • Rings: One is going to be your hellfire ring. The other is probably going to be one that provides CrC, ChD and some All res or armor. CrC because we need more procs, ChD since it’s one of our best damage scalers (with the 15% buffed CrC) and defense because we want EHP.
  • Weapon: This piece is pretty important and investing a lot of gold into it pays great dividends. Make sure you get a slow black damage mace or spear. The base damage scales great with the % elemental we’re going for. You also want to get as much ChD as well on here. I wouldn’t search for int, but for me this one just happened to have it. I found that going skorn is not worth it. You need the APoC, CrC, blizzard duration and tele reduction on oculus. LoK is a GREAT way to get life return since LoH and LS are both expensive.
  • Helm: I went balanced for this piece. Ideally you’d want max AP, APoC, CrC and a socket. APoC is mandatory here. Max AP is great because the density in Crater 2 isn’t always that consistent. Without max AP you only have enough AP for 4 teleports and 1 wormhole. Max AP gives you enough AP to cast your frost nova as well, but I went for astral presence at this budget level to make up for my lack of Max AP and lower CrC. After getting those stats get more defense.
  • Chest: Tyreals all the way. The bonus vs demons is nice but we’re mainly going for the MS boost. You want to get as much EHP as you can after that.
  • Belt: I also go defensive on this piece. I originally went Innas but felt that the extra DPS wasn’t worth it since hitting the EHP requirements was too hard.
  • Pants: Definitely go defensive here. Tons of vit since pants roll up to 300. Try to get All res and armor too.
  • Boots: I went for Zunis here. Try not to be noob like me and get yourself an 8% one (d’oh!). All res is too expensive here so I went for armor instead. In retrospect getting ice climbers is a better choice because I still want more EHP and can sacrifice a bit of damage.
  • Amulet: Tals is great. We don’t need to get anything other than 6% and high Int/Vit. All res or armor is also needed to help boost EHP Bracers: Another EHP item (seeing a trend here?), but with the caveat that we want 4.5+ CrC.
  • Oculus: Not an EHP piece! You want to get pretty good avg damage. Elite dmg means nothing here. Blizzard duration of 2-3 is needed. Teleport reduction of 3+ is needed. It always rolls APoC so yay!
Why not SoJ? Yes it has up to 2 blizzard duration, but 1 sec is only an 11% increase and 2 is 22% increase in DPS if you have a 3 oculus and by 9 seconds a lot of mobs start moving out of your blizzards AoE already. It also has 6% elemental, but we can easily make up for that with other stats. Most importantly it doesn’t provide EHP!

So what’s the message here? Get a good offensive weapon, offhand and frostburn. After that get EHP, APoC and CrC. In terms of EHP the one thing that I didn’t get that I wanted to was %melee and ranged reduction on chest, bracers and amulet. Those pieces are extremely cost effective at mitigation but are pretty rare.

Conclusion

With proper gearing and not worrying too much about sheet DPS, blizzard wiz can get very competitive XP/hr on a budget.

Happy farming!

Barbarian Build – Elite Crushing Patch 1.0.8


Barbarians have been suffering in terms of build diversity. Patch 1.0.8 came with quite a few changes to provide a few alternatives to the classical double tornado build.

This particular Diablo 3 Barbarian solo Inferno build has been thought out as a replacement with elite farming in mind. Hammer of the Ancients provides a lot of damage at the expense of Fury which will prove to be quite important for the build. Even if the build is not as efficient for large packs of mobs, it works decently against small groups, especially Elite and Champion packs. This makes it less efficient for Paragon farming but great for treasure hunting.

AoE skills are not completely compromised but the efficiency of the build has been proven by the creator to work best on elite packs. It falls a bit behind in terms of exp farming when compared with the Double Tornado build.

Let’s start with the skill setup:

Left Mouse Button – Hammer of the Ancients with the Smash rune
Right Mouse Button – Whrilwind with Hurricane rune

Action Key 1 – Battle Rage with the Into the Fray rune
Action Key 2 – Sprint with the Run Like the Wind rune
Action Key 3 – Rend with the Lacerate rune
Action Key 4 – War Cry with the Impunity rune

Passive Skill 1: Animosity
Passive Skill 2: Ruthless
Passive Skill 3: Weapons Master



The Mechanics of the Build:

Gear is fairly important to this build. The biggest damage output is achieved with a two handed weapon with a lot of base damage. With a decent one hand weapon like a good Skorn, Rend becomes more efficient when fighting larger packs. It will also help to drain down elite packs. Attack speed on a two handed weapon will affect how often the Tornados will proc for damage when Sprint is used and the ticks of the Rend DoT damage will be affected but the biggest benefit is the damage output of Hammer of the Ancients.
Hammer of the Ancients has been buffed significantly a few patches ago. The Smash rune increases the damage to 406% weapon damage to all enemies in the strike area.

AoE damage can be enhanced with Attack Speed. Unfortunately, after 18% IAS, the benefits begin to diminish making it not worth the investment to get anything above that. In theory, 18% IAS means 18% more Tornado and Rend ticks per minute which tends to count a lot when the only way to an elite pack is trough a lot of trash mobs.

As mentioned, Hammer of the Ancients will be the main source of burst damage. It can be considered a burst damage skill despite the fact that it does not have a cooldown but it costs 20 Fury to cast. Even with Animosity, the skill cannot be used more than 6 times (2436% total weapon damage dealt with 6 hits) at full Fury. To make it a bit more spammable, some regen would be excellent. Battle Rage into the Fray combined with a decent critical hit chance will surely make a difference. For this purpose, the combination of Ruthless (5% extra crit), Weapons Master (10% critical hit chance with axes) and a Skorn is perfect for the build. Things get even better if a Templar is used for his 8% Fury regeneration.

If gold is not a problem, a Stone of Jordan would also be great. It can provide some extra Fury and some decent stats.

Barbarian Build – Dread Bomb – Patch 1.0.8


Long time has passed since the most popular barbarian build was focused around Frenzy. The double tornado is still popular but sometimes it can feel boring to play the same thing over and over again. Dread Bomb offers a very fun and effective barb build that seems to remind us of the old Necromancer and his signature ability called Corpse Explosion. Everything that dies caused damage to everything around and Weapon Throw becomes a skill that makes the barb toss corpses around dealing tons of damage.

The build itself seems like a lot of fun as the core setup focuses on getting dead bodies and using them as weapons against other packs of mobs which in return will become corpses as well. It seems like a vicious circle that never end but fun like hell. It fresh and we are happy to add it to our collection of barbarian builds.
Let’s start with the skill setup:

Left Mouse Button – Cleave with the Rupture rune
Right Mouse Button – Weapon Throw with Dread Bomb rune

Action Key 1 – Battle Rage with the Into the Fray rune
Action Key 2 – Sprint with the Marathon rune
Action Key 3 – Wrath of the Berserker with the Insanity rune
Action Key 4 – Rend with the Blood Lust rune

Passive Skill 1: Ruthless
Passive Skill 2: Bloodthirst
Passive Skill 3: Weapons Master



The Mechanics of the Build:

There are a lot of things going on when using this barb build. Unlike other barbarian builds, the Dread Bomb seems to offer a lot of after-death damage dealing effects. Cleave for instance will cause an enemy killed to explode. While Weapon Throw will be used to throw and existing corpse and make it explode. Things would have been even more extreme if Rend used the Bloodbath rune to cause bleeding victims to inflict the same effect to nearby enemies.

Cast sequence is rather simple. Cleave should be used to bring down mobs while Weapon Throw should be saved for when Fury is at maximum. This means that Weapon Throw can deal 300% weapon damage if used at maximum Fury. It might now sound like much but it works great when being chased by large packs or when fighting elite packs with Jailer affix. However, there is one thing that this barbarian build needs to work efficiently. Just like any other build, Fury generation makes it possible to cast expensive abilities more often. This means that the Weapon Master passive needs to be combined with Maces and Axes for some extra crit chance that works very well with Into the Fray rune of the Battle Rage skill. Ruthless is also a mandatory choice for some extra critical hit chance and damage.

This entire skill setup points out one obvious fact. The damage of the weapon equipped will have a significant influence over the total damage output which calls for two handed weapons such as a Skorn. A decent one should cost around 10 million gold which is a rather reasonable price. It is also important to understand that the damage of the weapon and the skills will influence how much health regen the barb has. The Bloodthirst passive and the Rend Blood Lust rune should be enough to maintain decent survivability when a Skorn is used and makes this barbarian build even more efficient.

Wizard - Disintegrate – Patch 1.0.8 Ready


Even if Patch 1.0.8 is still in the works, the Public Test Realm gave everyone a pretty good idea of how things will change. This new Diablo 3 solo Inferno build has been tested and so far it looks very promising and ready for the upcoming patch. It has been thought out to provide an alternative to Wizards that got bored of the standard Critical Mass build which seems to be used by everyone.

Build diversity has been a problem but this time around, there is something new to look at. Disintegrate will become a more viable spell and combined with a slow weapon it can truly provide enough sustain in terms of Arcane Power drain and damage output but before we get into the details we need to have a quick look at the skill setup.

Here is the key mapping as suggested by Archon:

Left Mouse Button – Disintegrate with the Convergence rune
Right Mouse Button – Blizzard with the Frozen Solid rune

Action Key 1 – Magic Weapon with the Blood Magic rune
Action Key 2 – Teleport with the Wormhole rune
Action Key 3 – Familiar with the Arcanot rune
Action Key 4 – Storm Armor with the Power of the Storm rune

Passive Skill 1: Cold Blooded
Passive Skill 2: Astral Presence
Passive Skill 3: Temporal Flux


Wizzard Solo Inferno Disintegrate


The Mechanics Of The Build:

Using this particular Inferno Wizard build to solo acts 1 to 4 will prove to be very effective in terms of damage output despite its base 170% weapon damage. The skill’s destructive force is enhanced by the combination of Blizzard and the Cold Blooded passive. Blizzard will provide a 6 second window in which the targets will receive 20% more damage. This is pretty much all there is about damaging spells. The rest of the skills used in the build are meant to help with sustain.

Just like with the any kind of channeling spell, Disintegrate can make a full orb of Arcane Power to vanish but there are ways to counter this. The skill works just like the Monk Tempest Rush. Weapon attack speed will determine how fast it will consume arcane power. A slower weapon means a slower drain but it will also tick less frequent. On the other hand, slow weapons tend to have a higher base damage which in the end translates into the same DPS but a slower Arcane Power drain. Familiar and Storm Armor will help reduce the cost of Disintegrate and improve the regen rate of AP. Last but not least, Astral Presence will also contribute by adding some more Arcane Power regeneration.

Survivability is another issue that needs to be looked at. The traditional Wizard Critical Mass build provides a lot of CC which makes it very difficult to die. This Disintegrate build focuses mostly on slowing abilities which should be enough to kite monsters and stay away from melee range. Magic weapon will provide some Life Steal but some Life on Hit will be required.


Reaper of Soul Expansion Fearture


The lords of hell rage within the Black Soulstone, their souls screaming for vengeance and release. Before the artifact can be sealed away forever, Malthael–Angel of Death–manifests in the mortal realms with a deadly new purpose: to steal the Black Soulstone and bend its infernal power to his will.
So begins the end of all things...

Here's what's new:
  • New Class: The Crusader
  • New Feature: Loot Runs
  • Loot 2.0
  • The Mystic
  • New Level Cap - 70
  • New Act
  • Major Paragon Changes
  • New Monsters

New Class - The Crusader: Impenetrable armor, gleaming weapons, and heavy, heavy damage–wield the power of the Crusader, unbreakable new hero of the mortal realms.

  • Inspired by the Paladin.
  • Focuses on Shields. Uses Flails as weapons.
  • Mid-range melee character.
  • Uses the resource "Wrath"


Reaper of Soul in action (from Gamescom)




New Feature - Loot Runs
  • 15-20 minute completely random dungeons!
  • Random weather!
  • Random enemies!
  • Random boss!
  • Multitiered (severa levels deep)!

Loot 2.0: A comparison was given between how items in Act III drop now and how they'll drop in the expansion:
  • Now: 256 white, 399 blue, 275 yellow and one legendary items.
  • Then: 73 white items, 266 blue items, 83 yellow items and 7 legendary items!
  • Legendary will be build-changers as seen in the screenshots below



The Mystic
  • Can Transmogrify items, so you don't have to sacrifice looks for power.
  • Item Enchanting - allows to reroll one of the affixes on a rare/legendary item.
New Level Cap - 70
  • Every class gets new Skills and Runes
  • Which means a fresh economy and new power-cap as well
New Act
Featuring what looks like Westmarch, with lots of graveyards and other fun places!

Major Paragon Changes
  • Is now Account wide.
  • No longer has a cap
  • Seems to have Stat Allocation tied to it

New Monsters
New monsters are introduced - The Seraph, Summoner of the Dead, Executioner and Death Maiden.





Screenshot from Blizzard







 
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