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Pickup radius, the underrated stat - #1 life saver


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I've come to realize that "Pickup radius" is to Diablo 3 as "Life Leach %" is to Sacred Underworld. Remember how ridiculously effective LL% was in Underworld? For those of you who didn't play it, trust me, it was! With just a bit it was near impossible to die. Enter Diablo 3. Now where is that all powerful stat that can save the day? Is it Life%? Life regen? +Life? Convert damage to life?(aka Life Steal) Life per hit? +life to globes? Nay I say! The surprisingly most effective stat I;ve seen so far is... Pickup Radius. Pickup radius has the greatest effect to my health during battle. Interestingly enough is whats important to know is that enemies don't just drop Health Globes after being killed. They also drop them during battle before dieing. This is great because your life can be replenished quickly in the heat of battle. But! If you don't have pickup radius and you're not able to move you'll be in big trouble. The health globe could be mere pixels away byt if you don't have Pickup radius it'll just sit there until your hero passes directly over it. On the flipside when you have plenty of Pickup radius you don't even need to move your hero one bit to get health globes. So as soon as an elite champ drops one, even if you're stuck in one spot, the health globe will deposit straight into your well of health.

 

Pickup radius is an excellent, possibly the best, defensive stat in Diablo 3. :agreed:

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Interesting topic! Granted, I'm still a really firm believer that +all resist, high armor, and a decent HP pool is the ideal way to gear so this post might be slightly biased :sweating: But from what I've seen, pickup radius has both pros and cons. Sure it's great to pick up gold and health globes from miles away without moving, but what if you don't need them? Let's say your at full health and you just picked up all the health globes on screen from your increased pickup radius. 5 seconds later, your down to 10% health with no health globes in sight because you just picked them all up! Eeeek! :oooo: But I can see where you're coming from about picking up them all the time without moving, might be better for a melee class where you're up close?

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Gotta respectfully disagree :)

 

If you only picked them up while hurt I would agree. But you will pick them up even if at full health. If you only need one to get back to full health and you pick up 3, to me 2 are wasted. I inadvertently pick up ones I don't want to during a huge fight. I would rather have to move another step or 2 to get them instead.

 

Plus if you're stuck (Jailed) it doesn't matter anyways :P

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Really good point guys. I've also been a fan of carefully stepping around globes in order to hoard them. Very often as I pass through areas I'll leave a trail of globes behind. I'd become quite adept actually, haha. It was recently, after a gear upgrade, that I became aware of just how much I relied on Pickup radius. After upgrading I had maybe 4 yards of Pickup radius. Turns out 4 yards really isn't much. You pretty much need to touch your hero to the globe in order to absorb it with 4 yards of Pickup radius. What I noticed with this is that I was often wishing I could get at that health globe that was just out of reach and blocked by mobs. In fact I was finding this more so than I would have used hoarded globes as per the strategy you guys like. To further the point that I find interesting is that I feel more confident in close combat knowing that I can stand in the middle of a tough battle because I know my Pickup radius will help keep my health up. This means I'm not losing precious damage output time in exchange for kiting/retreating which in turn gives the enemy time to launch attacks. At this point now it has become about how reliable health globe drops are AND... If they could be increased. Maybe via Gold Find...

 

The take away here should be that globe drops aren't on kill. They're based on hit. Oh and interesting fact. When standing still Pickup radius will absorb globes only after about 3 seconds. Interesting that this mechanic was built. Also interesting is that the standing still Pickup radius doesn't apply to gold. You have to move for gold but not globes. I'd say 15 yards is a good amount. I think that amount will pickup at about 2-3 inches from your hero. I understand your thinking guys but give it a try. In fact you may have already been doing this without realizing since Pickup radius is a common stat on gear.

 

The idea here is not to pickup everything on the entire screen. Just enough so that if you're pounding away on a champ at close quarters and stuck in a tight spot that all you'll need to do is keep pounding, a globe will drop. Waller's anyone? It's a pretty inexpensive safe guard when in a jam and out of escapes/immunes/resouce/pot countdown etc. As you can see there are many applications to the way you can use Pickup radius. :)

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Interesting read :) In moderation it sounds like a good idea.

 

Could potentially work well with one of the gladiators passives which increases the chance for a globe.

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<br />I've come to realize that "Pickup radius" is to Diablo 3 as "Life Leach %" is to Sacred Underworld.  Remember how ridiculously effective LL% was in Underworld?  For those of you who didn't play it, trust me, it was!  With just a bit it was near impossible to die.  Enter Diablo 3.  Now where is that all powerful stat that can save the day?  Is it Life%?  Life regen?  +Life? Convert damage to life?(aka Life Steal)  Life per hit?   +life to globes?  Nay I say!  The surprisingly most effective stat I;ve seen so far is...  Pickup Radius.  Pickup radius has the greatest effect to my health during battle.  Interestingly enough is whats important to know is that enemies don't just drop Health Globes after being killed.  They also drop them during battle before dieing.  This is great because your life can be replenished quickly in the heat of battle.  But!  If you don't have pickup radius and you're not able to move you'll be in big trouble.  The health globe could be mere pixels away byt if you don't have Pickup radius it'll just sit there until your hero passes directly over it.  On the flipside when you have plenty of Pickup radius you don't even need to move your hero one bit to get health globes.  So as soon as an elite champ drops one, even if you're stuck in one spot, the health globe will deposit straight into your well of health.<br /><br />Pickup radius is an excellent, possibly the best, defensive stat in Diablo 3.   <img src='http://darkmatters.org/forums/public/style_emoticons/default/agreed.gif' class='bbc_emoticon' alt=':agreed:' /><br />
<br /><br /><br />

 

The math is definitely there. If the globes are produced with hits, and if yer able to have a pick up that's massive, you can, as you mentionned, be able to keep pumping in damage while producing globes and simultaneously leeching lifve back in this kinda off hand way. I'm not sure if this is enough though, and I'm feeling that it's not enough to produce a build on it's own? Who knows...have you tried this out in BabyCore yet?

 

 

:)

 

gogo

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Actually been thinking on this some more......

 

At some point (typically in NM) health potions will no longer heal effectively. Even the spells I have for the monk will not completely heal. Now if health globes do not require movement to pick up (something I've never noticed) then having a radius might help. But another aspect of this I haven't seen discussed yet is the mod that will increase how much the globes will heal you for. Decided to see how much and also found this out. (Not sure how much they heal you for without this mod. Another thing to investigate. There is an option to 'Display Healing Numbers', might play around a bit with this tonight)

 

Amulets and Rings do not have Pickup radius as a mod. Weapons and Shields do not have either, Extra Health from Globes nor Pickup Radius mods.

 

At level 20 on AH found +150 about the max for Extra Health

At level 30 max found was around 300

At level 40 it was around 750

At level 50 it was around 1100 (one interesting thing, all AH items at level 50 with this mod on were rings)

At level 60 it was around 6000

 

Those were about the max I found....many items had considerably less. So you could possibly have 11 pieces of armor (including rings/amulet) with this mod. Do some serious shopping and health globes could potentially heal you completely. My level 54 monk that died (sniffle, sniffle) had about 18k health. I could at least get 12-13k health with each globe. The only other thing I need to do is increase the frequency the globes drop..

 

Again I would have to experiment as by getting these mods I'm losing something else. Just for example my level 29 monk I'm playing has approx 3000 HP. If I had 6 pieces of equip with this mod, that's 1800 life each globe or about 2/3rds life. Breath of Heaven skill heals for 1194-1433 max with Circle of Life mod. This is the most this skill will heal. Now I've never noticed if this scales with clvl's. But if it doesn't than this skill will quickly lose it's effectiveness as I increase in level. Serenity (w/ Peaceful Repose) also heals for about the same though many of it's mods are defensive in nature.

 

Some of my skills will heal over time but I have nothing that will give me a huge one-time health increase once I get up a few more levels.

 

Greater Health Potions = 1000 health

Major Health Potions = 1600 health

 

These are the 2 that are dropping for me now. Again comparable to what I could get via Extra Health from Globes mods but with a 30 sec cooldown and again these will lose effectiveness fairly soon.

 

So in summation Health Globes may be the only way to effectively heal all/most of your health. If I can keep most of the other mods I'm interested in, like Vit, Dex and resists and have the globes drop fairly often than this just might be the solution.

 

Pickup Radius may not be as important for melee characters as most of their kills should be fairly close to them but increasing this a little can't do anything but help.

 

Another mod that might be useful is Life on Hit. Especially for the Monk as he has several skills that rapidly strike the enemies. Most likely one mod won't do it but a combination of several. Life on Hit +Extra Health + Healing over Time skills should work. Just gotta figure out the balance on how much for each mod.

 

Hopefully I'm not rambling :P It's early here, just woke up lol

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Monk healing spells were a pretty common complaint for a long time after launch. They didn't scale with your level very well at all (actually it wasn't the level that wasn't scaling, rather the skills scaling with the amount of HP actually needed at higher levels), almost to the point that they were useless (low heal+long cooldown=fail). It's an issue that was supposed to be fixed or maybe already has been worked on.

 

The comment about globes being tied to MF is interesting to me. I've played all characters to at least level 35 with one 60 (monk) and one 58 (barb). I've always noticed that some classes, most notably the ranged ones, have FAR more globes drop than the melee classes, sometimes leaving hordes of them behind after a fight. I'm specifically comparing this to the barb who can actually spec into having more globes drop. The common trend between the classes with more globe drops is that I always run MF on them, and almost never on the melee classes (it gets to a point where they're too darn hard to keep alive without survival gear). It could be argued that with the melee classes I'm actually using them during the fight and don't notice how many are dropping, while I rarely use any with ranged classes, but if you were to see the enormous wads of globes left behind in some of these fights you'd think otherwise. If that many dropped with my melee toons I'd never have an issue with surviving anything.

 

It's definitely something to look into.

 

When it comes to actually picking up the globes I pretty much have that covered. I prefer the monk over the other classes, and they have more than one "utility" skill that lets them get out of being body blocked. I always have one of these on my bar, and either of them can ignore pathing and reach those seemingly impossible to reach globes. I call them my "get out of jail free" skills. Only one of them actually breaks jail though (not counting Serenity).

 

But, I always try to keep at least some pickup radius on me simply because it's annoying as hell to have to run directly over or click on every piece of gold that drops.

Edited by Sacredtbag
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