For your review and preparation I've recorded battles against most of the bosses on Monster Power 10. Note Ubers come in 3 combinations
* King Leoric and Maghda.
* Siege Breaker and Zoltun Kulle.
* Ghom and Rakanoth.
We will face the challenges of Leoric's strong melee attack (1 shots me), Siegebreaker's reflect damage (outpaces my healing). Other shortcoming are battling treasure goblins and Belial's enrage (requiring 700,000 actual dps).
My second attack buffs foresight for 18% damage, Combination strike deals 16% more damage (2 spirit generators).
Combination foresight changes 115k dps to 155k dps. Blazing wrath puts me at 133k.
I have some life per spirit, I dump all the spirit I can into conviction.
I attempted a siegebreaker Kuule uber on MP10 and hit the 15 minute enrage with them both around half health... I'll encode it and post it up, hopefully understand the dps requirements and tier down the difficulty to an appropriate level.
STI changes 55.17% armor reduction to 62.33% armor reduction. I don't know the relative value of the talent compared to 15% dodge or 20% resolve.
The only thing good for higher ML is that you have higher MF and GF, not the aff. of the items.
But I don't know whether there is any cap, and how experience is counted.
There appears to be no cap, it appears on your character screen. Every MP level adds 5-20%, 31% gem, 35% inferno ring, 30% leoric ring, 30% cain set. There's a slot on the character screen to confirm.
I wish Belial had an uber combination with another boss. That would have been pretty sweet. Maybe the spider chick in Act 1, who slows you with her webbing. That would make those punches extra interesting.
thanks for gathering those informations and testing the bosses!
Two questions:
1. Are the combinations of uber bosses comparable to the "normal" versions in terms of damage and hp?
2. And what are the enrage timers? I don't see when the enrage hits In your video of failing on Kulle Breaker...is it just the moment you die after ~15minutes ?
In my sample size (1) the damage is comparable.
Normal breaker MP10 was 130M hp, uber 208M Allowing for some variant it appears to be a 50% increase. That would make sense considering two bosses would normally be a 10 minute timer, 50% increase?
For siegebreaker and kuule breaker seems the better to kill first. If you kill kuule and hit the enrage breakers melee and reflect damage scale (as we did duoing)
For leoric and maghda if you kill maghda she will spawn adds and shield, it seems easier to kill leoric. His triple hard strike annimation seems broken, that strike should kill his adds if you choose to ignore them.
Ghom and Rakanoth will become deadly if 4+ adds are up, 4 hits in succession exceeds most EHP pools. Rakanoth must be killed first, if ghom is killed rakanoth seems to do his underground 1-shot attacks repeatedly if left for last.
For your review and preparation I've recorded battles against most of the bosses on Monster Power 10. Note Ubers come in 3 combinations
* King Leoric and Maghda.
* Siege Breaker and Zoltun Kulle.
* Ghom and Rakanoth.
We will face the challenges of Leoric's strong melee attack (1 shots me), Siegebreaker's reflect damage (outpaces my healing). Other shortcoming are battling treasure goblins and Belial's enrage (requiring 700,000 actual dps).
Leoric - Skeleton King: 2:05, Butcher: 12:20, Treasure Goblin: 16:30, Maghda: 16:50 Zoltan Kulle: 19:10, Belial: 23:30 Ghom: 29:45, Siegebreaker: 32:00, Azmodan: 34:40, Rakanoth: 37:30, Izual: 40:30, 44:00 Diablo
DPS: 113,649.83 - Elite: +4% - HP: 50,122.6 - LPS: 668 - LS: 2.9% - LoH: 367 - Globe: 8,255 - Radius: 7 - Armor (buffed): 4,962 - AR: 654 - Dodge: 44.2% - Melee: -6%
Discussions are open for what you think is required to complete these challenges.
It looks DPS+LS is still the key to fight ML 10.
You didn't use all three buffs, but two direct attacks, and the main attack is still from the left button.
I notices you refreshed your buffs quite often in the heat of the battle.
What passives did you usie? Do you think pacifism useful?
My second attack buffs foresight for 18% damage, Combination strike deals 16% more damage (2 spirit generators).
Combination foresight changes 115k dps to 155k dps. Blazing wrath puts me at 133k.
I have some life per spirit, I dump all the spirit I can into conviction.
I attempted a siegebreaker Kuule uber on MP10 and hit the 15 minute enrage with them both around half health... I'll encode it and post it up, hopefully understand the dps requirements and tier down the difficulty to an appropriate level.
STI changes 55.17% armor reduction to 62.33% armor reduction. I don't know the relative value of the talent compared to 15% dodge or 20% resolve.
How high can life/spirit go?
You deal 48% additional damge by refreshibng MoC while healing from life/spirit.
This is also a good tactic for PvP too.
It looks like 63.9 life per spirit. May be rolled on hat, fist weapons, daiblo
It's OK on your hat, steal and LoH are superior on weapons.
My uber fail should upload at some point:
Changed a hat gem for 58k hp in that one.
The only thing good for higher ML is that you have higher MF and GF, not the aff. of the items.
But I don't know whether there is any cap, and how experience is counted.
There appears to be no cap, it appears on your character screen. Every MP level adds 5-20%, 31% gem, 35% inferno ring, 30% leoric ring, 30% cain set. There's a slot on the character screen to confirm.
In my sample size (1) the damage is comparable.
Normal breaker MP10 was 130M hp, uber 208M Allowing for some variant it appears to be a 50% increase. That would make sense considering two bosses would normally be a 10 minute timer, 50% increase?
http://www.youtube.com/watch?v=xeTzWSTz5x0
http://www.youtube.com/watch?v=j6RfySsC1wo
For siegebreaker and kuule breaker seems the better to kill first. If you kill kuule and hit the enrage breakers melee and reflect damage scale (as we did duoing)
For leoric and maghda if you kill maghda she will spawn adds and shield, it seems easier to kill leoric. His triple hard strike annimation seems broken, that strike should kill his adds if you choose to ignore them.
Ghom and Rakanoth will become deadly if 4+ adds are up, 4 hits in succession exceeds most EHP pools. Rakanoth must be killed first, if ghom is killed rakanoth seems to do his underground 1-shot attacks repeatedly if left for last.