That's the way I really want to play my WD! but I it is really efficient??? I have seem about 5 diferent WD streamers this week and all of them used the cold zombie bears as main skill, just spamming that bears till they run out of mana. So thats the reason I doubt if direct areadamage spells are always better than DoTs in this game.
Even when you play in group you need to apply the 2 dots + piranhas and when you have your dots up and ticking, the monsters are almost killed for cluster arrows, meteors or hammer of ancients of your team mates...
I love dots but I'd like to know if really worth it to get that gear and finally realize that a zombie bears spammer is always farming faster than you.
When going up in diff so the monsters get more life will make the dots be more useful, compared to lower diff. At right amount of hp the monsters won't die as quick from your teammates and using the dots will seem not as spamming. I agree that dots can be useless and feel like something that have to be done all the time to be efficient. But I feel that as long as the monsters have high enough hp that feeling is gone and all is fine
And for streams.. I don't know which WD streams you looked at. But there sure is wd's that don't use the frozen bear skills. And still doing fine. Not sure what is most efficient. But in the long run farming with a build you like always makes you farm more.
Keep in mind that there was a huge balancing patch last week. The HP pools of current Torment VI monsters are lower than they were in Torment IV in the video. On the other hand, the monster damage was buffed significantly.
And I still haven't seen any WD streamers doing Torment VI and almost all of them use the bugged craft ceremonial knife with 3.5k-4k DPS whereas the weapon range for legit 1h weapons is 2-2.5k.
Sustaining bears and surviving the highest Torment is very gear intense and also requires very specific gear. With BoA the RNG will decide what you play, there isn't much control over the class specific items you get. By the time you will have put together a good bears build, you should have completed the DoT set as well. I'd say it's easier to get a viable T6 DoT set build than a viable T6 bears build with the current drop rates. You can focus on your damage output whereas with bears you need crazy EHP and mana regen.
There might be a more in-depth vid of bears or a comparison of the builds if Jimmy gets around to do it.
Everything in RoS is up in the air right now. Reward system, difficulty balancing, class balancing etc. will change a lot until release. At this point, the most efficient build for farming legs would be racing through Torment I or even Normal with as many movement speed effects on gear as possible and Pestilence/Acid Rain.
I dont think its rocket science to figure out the build, IF you have those items...
The problem is that, in order to play this build, you need some SPECIFIC items, which will make it viable...
What if you never drop those items to play that build?
Its better to start thinking for viable buids without the need of use SPECIFIC items to make them viable...
Welcome to RoS. Every spec that has been made and showcased have and will be with specific legendaries. That is how diablo 3 will work now. This is what blizzard wants for the game, for us to find a legendary and build a spec around that. So all specs will be built around legendaries. Different amount of them. But I don't think anyone want to be rolling around in rare gear when they find a decent legendary.
So trying to find viable builds that don't need specific items is what we will be doing first hours of lvl 70. When you start to build upward the higher difficulties there will only be specs around specific legendaries. And I actually like that this is the case for one...
^^True, but that also means that it's very possible that you'll be switching skills/builds all the time, at least until you're very well geared. For some that might be a good thing, while others might not agree...
I feel like Rifts is the place you want to farm if you want the same mob density as in d3 vanilla. The density in the rest of the game as been lowered a bit.
So, I think your wish of having different specs for different content is kind of fulfilled in a sense.
Rifts - Your well rounded AOE specialist.
Bounties - Your mobile (movement build) single/AOE hybrid. Movement isn't that important in Rifts I feel. Mostly for defensive play.
Keywardens and Ubers - Single target heavy solo-killer.
And this is not factoring in specializing in different torment levels. A torment 1 farmer can be built in a less defensive and more offensive way than a torment 6 farmer for example. And movement speed becomes a much more important factor when you don't stand still for a long period of time killing monsters.
That's a good observation. Since we don't lose anything for changing specs. Each WD should have a spec for each specific task.