Here is a plot I got bored at work to make with the standard builds listed:
(but since I can't post URLs as a new user.,.. go to imgur.com/CBH8C
The Y-axis is movement speed, X-axis is time, and the area under is the actual distance traveled, which correlated directly to xp/loot. The y-axis drops to 0 are to account for attacking. Barbs & Monks have an advantage due to not needing to stop to attack (TR & WW) and the "clear area per minute" results in the following ranking:
#1 - Barb 12421 - 60 second cycle with 2 sec casting then sprint to build up to unlimited wotb
#2 - DH 10500 - 5 second cycle with 2 seconds of tumbling, 2 seconds of tactical, casting 1.
#3 - Monk 9000 - unlimited TR cycle, casting 0
#4 - Wiz 8825 - 12 second "cycle" with 2 sec of Teleport, 2 sec of 25% ms, 6 sec 50% ms, casting 2.
#5 - WD 7910 - 10 second "cycle" with Jaunt + Stalker 4 seconds, Chicken for 4, casting 2.
So given the reliance on mob density for Barb WOTB uptime, some DH disc regen, Wiz CM proc to reduce teleport cd, and kills for WD cd reduce, I have arbitraily conclude that Monks are like the turtle in this race - slow but steady as they require neither mob density, crit, kills or stopping to cast/shoot/whack.
* - forgot to add 100 to all the non-zero movement which would skew the results towards Barb/Monk, but then realized Wiz/DH/WD actually have to travel less distance to kill the same mobs in a "fire and forget" mentality whereas barb/monk would need to actually path through enemies. This displacement factor is even more arbitrary and could skew the already arbitrary rankings.
tl'dr all classes have a completely viable speed farming build and it really doesn't matter what you pick ;-D
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Low-MP Speed clearing specs:
Wizard - variable 25 + 25 (scramble) = 50% move speed - uptime dependant on getting hit. +Quad-Wormhole teleport w/ Illusionist.
Monk - constant 25 + 10 (Fleet) + 25 (Tailwind) = 60% move speed - uptime dependant on spirit regen gear vs attack speed. +Dashing Strike.
Barb - variable 25 + 40 (sprint) + 20 (wotb) = 85% move speed - uptime dependant on mob density/hp & crit. +Leap
Demon Hunter - variable 25 + 60 (tactical) = 85% move speed - uptime dependant on disc/crit/nats/regen. +Tumbling.
Witch Doctor - variable 25 + 50 (jaunt) + 20 (Stalker) = 95% move speed - uptime dependant on mob density & pickup radius.
Here is a plot I got bored at work to make with the standard builds listed:
(but since I can't post URLs as a new user.,.. go to imgur.com/CBH8C
The Y-axis is movement speed, X-axis is time, and the area under is the actual distance traveled, which correlated directly to xp/loot. The y-axis drops to 0 are to account for attacking. Barbs & Monks have an advantage due to not needing to stop to attack (TR & WW) and the "clear area per minute" results in the following ranking:
#1 - Barb 12421 - 60 second cycle with 2 sec casting then sprint to build up to unlimited wotb
#2 - DH 10500 - 5 second cycle with 2 seconds of tumbling, 2 seconds of tactical, casting 1.
#3 - Monk 9000 - unlimited TR cycle, casting 0
#4 - Wiz 8825 - 12 second "cycle" with 2 sec of Teleport, 2 sec of 25% ms, 6 sec 50% ms, casting 2.
#5 - WD 7910 - 10 second "cycle" with Jaunt + Stalker 4 seconds, Chicken for 4, casting 2.
So given the reliance on mob density for Barb WOTB uptime, some DH disc regen, Wiz CM proc to reduce teleport cd, and kills for WD cd reduce, I have arbitraily conclude that Monks are like the turtle in this race - slow but steady as they require neither mob density, crit, kills or stopping to cast/shoot/whack.
* - forgot to add 100 to all the non-zero movement which would skew the results towards Barb/Monk, but then realized Wiz/DH/WD actually have to travel less distance to kill the same mobs in a "fire and forget" mentality whereas barb/monk would need to actually path through enemies. This displacement factor is even more arbitrary and could skew the already arbitrary rankings.
tl'dr all classes have a completely viable speed farming build and it really doesn't matter what you pick ;-D