This may be something that is settled but why is the damage in 2.1 so different for Disintegrate vs Ray of Frost? Does Disintegrate have some gear choices that make it come up to par with this level of disparity, considering Ray of Frost also has ice/cold/chill/frozen cc abilities associated with it?
Disintegrate - Now initially deals 390% weapon damage and increases by 250% weapon damage every second up to a maximum of 890% Ray of Frost - Now initially deals 430% weapon damage and increases by 405% weapon damage every second up to a maximum of 1240%
RoF has a built in slow and does more damage than a skill that is supposed to be just pure damage. Am I missing something from a design and play standpoint as to why anyone would want to pick Disintegrate over RoF? Other than RoF doesn't pierce enemies, maybe?
Ray of Frost, however, can be turned into a overpentrating beam like disintegrate with a certain legendary source. It's fairly common, so once you obtain it, Ray of Frost becomes truly viable. Until then... Disintegrate is probably way better.
I just feel like when I am doing t5 with my clan, that I am doing nothing substantial. I can slowly burn white mobs but I don't think I am making any other dents to elites elsewhere. (I normally run BH-Spellsteal but changed it up last night just to try out. I will be switching it back later).
My wish list of things to search for are a Vyr's Gloves, SoJ, Tal Source, Slorak's, and finally a Tal Amulet (for the set).
Why would you reforge to +% Black Hole on chest? Also, shoulders.
Also, resource cost reduction. Get rid of that.
To answer your original question - Ray of Frost is dependent on Light of Grace, and +Cold% is found on very rare pieces (plus you need good rolls on them).
Why would you reforge to +% Black Hole on chest? Also, shoulders.
Also, resource cost reduction. Get rid of that.
To answer your original question - Ray of Frost is dependent on Light of Grace, and +Cold% is found on very rare pieces (plus you need good rolls on them).
I haven't re-rolled the Chest BH% but the plan is to put that at Familiar %. Same for Shoulders
RCR let's me channel longer. I don't want AS, I want APoC (already on Source) and RCR to channel the longest I can. (at least this has been my thinking).
And from your last comment, it sounds like RoF has physical limitations (doesn't pierce) that can be overcome with the right gear and good rolls but otherwise, Disintegrate is the better option (of the 2 that I have referenced), correct?
Why on earth would you ever put Familiar bonus on your chest or shoulder? Familiar, in its current state, would never ever ever ever ever ever be a main source of damage. You're sacrificing a TON of survivability or utility in place of some extra damage that isn't even guaranteed to hit in the first place. Well, whatever floats your boat.
Disintegrate: fire or arcane Ray of Frost: cold
One rune is fantastic for APoC (Chaos Nexus), one spell pierces, the doesn't unless you have Light of Grace or use Sleet Storm. Both have their own debuff runes (Intensify for arcane, Snow Blast for cold). One costs more AP, the other less. Disintegrate has Slorak's Madness, too.
Two very different spells serving two very different purposes with their own pros and cons.
As others have said your gear optimization is very strange. I would say craft new shoulders and try to get something like Vit, Int, and the some combination of AR, Armor, or Life%. And get rid of blackhole dmg.
Why on earth would you ever put Familiar bonus on your chest or shoulder? Familiar, in its current state, would never ever ever ever ever ever be a main source of damage. You're sacrificing a TON of survivability or utility in place of some extra damage that isn't even guaranteed to hit in the first place. Well, whatever floats your boat.
Disintegrate: fire or arcane
Ray of Frost: cold
One rune is fantastic for APoC (Chaos Nexus), one spell pierces, the doesn't unless you have Light of Grace or use Sleet Storm. Both have their own debuff runes (Intensify for arcane, Snow Blast for cold). One costs more AP, the other less. Disintegrate has Slorak's Madness, too.
Two very different spells serving two very different purposes with their own pros and cons.
For the % Skill, I was under the impression that my 10% damage increase from Familiar/Sparkflint would be improved by the % Familiar. If that is wrong, then I can get rid of that (and hence why the forums are beneficial for passing on knowledge to those not in the 'know'). I already doubt the usefulness of a Familiar, even with Sparkflint but I haven't figured out a good replacement yet. Unless you think that Familiar/Arcanot is worth keeping (still minus the bonuses on the armor pcs?)
As others have said your gear optimization is very strange. I would say craft new shoulders and try to get something like Vit, Int, and the some combination of AR, Armor, or Life%. And get rid of blackhole dmg.
I am trying to optimize around a pure Disintegrate build with no need for a Primary spell. I don't have all gear / all sets to pick from yet so I don't have my total target set of gear I want (yet).
For the % Skill, I was under the impression that my 10% damage increase from Familiar/Sparkflint would be improved by the % Familiar. If that is wrong, then I can get rid of that (and hence why the forums are beneficial for passing on knowledge to those not in the 'know'). I already doubt the usefulness of a Familiar, even with Sparkflint but I haven't figured out a good replacement yet. Unless you think that Familiar/Arcanot is worth keeping (still minus the bonuses on the armor pcs?)
Familiar is a utility skill. Sparkflint increases ALL of your damage by 10%. Note your sheet DPS goes up when it's active. Skill bonuses mean skill bonuses. Familiar is a skill. Familiar bonus merely increases the damage of Familiar (240% weapon damage), not the effects of the runes. No skill bonus item affix in the game alters the effects of a specific rune other than legendary powers that explicitly state the modification of a rune's effect (e.g. Magistrate's Frost Hydra periodically casts Frost Nova).
Disintegrate - Now initially deals 390% weapon damage and increases by 250% weapon damage every second up to a maximum of 890%
Ray of Frost - Now initially deals 430% weapon damage and increases by 405% weapon damage every second up to a maximum of 1240%
RoF has a built in slow and does more damage than a skill that is supposed to be just pure damage. Am I missing something from a design and play standpoint as to why anyone would want to pick Disintegrate over RoF? Other than RoF doesn't pierce enemies, maybe?
Just wondering. Has this already been discussed?
Thank you for your replies.
Edit: for grammar
Here is my current build: https://us.battle.net/d3/en/profile/ChaosLogan-1528/hero/19946939
I just feel like when I am doing t5 with my clan, that I am doing nothing substantial. I can slowly burn white mobs but I don't think I am making any other dents to elites elsewhere. (I normally run BH-Spellsteal but changed it up last night just to try out. I will be switching it back later).
My wish list of things to search for are a Vyr's Gloves, SoJ, Tal Source, Slorak's, and finally a Tal Amulet (for the set).
Am I am way off on this design?
Also, resource cost reduction. Get rid of that.
To answer your original question - Ray of Frost is dependent on Light of Grace, and +Cold% is found on very rare pieces (plus you need good rolls on them).
RCR let's me channel longer. I don't want AS, I want APoC (already on Source) and RCR to channel the longest I can. (at least this has been my thinking).
And from your last comment, it sounds like RoF has physical limitations (doesn't pierce) that can be overcome with the right gear and good rolls but otherwise, Disintegrate is the better option (of the 2 that I have referenced), correct?
Why on earth would you ever put Familiar bonus on your chest or shoulder? Familiar, in its current state, would never ever ever ever ever ever be a main source of damage. You're sacrificing a TON of survivability or utility in place of some extra damage that isn't even guaranteed to hit in the first place. Well, whatever floats your boat.
Disintegrate: fire or arcane
Ray of Frost: cold
One rune is fantastic for APoC (Chaos Nexus), one spell pierces, the doesn't unless you have Light of Grace or use Sleet Storm. Both have their own debuff runes (Intensify for arcane, Snow Blast for cold). One costs more AP, the other less. Disintegrate has Slorak's Madness, too.
Two very different spells serving two very different purposes with their own pros and cons.
Armory | YouTube | Twitter | Clan Site
I am trying to optimize around a pure Disintegrate build with no need for a Primary spell. I don't have all gear / all sets to pick from yet so I don't have my total target set of gear I want (yet).
edit: added question to Jaetch response.
Familiar is a utility skill. Sparkflint increases ALL of your damage by 10%. Note your sheet DPS goes up when it's active. Skill bonuses mean skill bonuses. Familiar is a skill. Familiar bonus merely increases the damage of Familiar (240% weapon damage), not the effects of the runes. No skill bonus item affix in the game alters the effects of a specific rune other than legendary powers that explicitly state the modification of a rune's effect (e.g. Magistrate's Frost Hydra periodically casts Frost Nova).
Armory | YouTube | Twitter | Clan Site