I've managed to make it to the end of Act II, but I'm having some troubles with Belial's minions. My damage is pretty low, and is preventing me from killing them off quick enough. I was hoping you could lend me some guidance in regards to selecting a new weapon. My current weapon / damage stats are as follows:
Last Slayer (609.0 dps)
+ 154-359 Lightning Damage
+122 Strength
+146 Intellect
+147 Vitality
+ 696 Life on Hit
Damage: 8890.46
I planned on shooting for a weapon in the 800-900 dps range. My question is this: should I pick up a weapon that has that dps range as well as similar strength and vitality (with no life on hit)? Or should I go for a weapon that has life on hit, but less strenght and vitality? The +696 is the only LoH that I currently have.
In case knowing my overall stats would help, here's what I have thus far: 1292 Str, 1208 Vit, 9705 armor, 850-950 resist all, and 32% block. The armor and resist stats are buffed with Warcry.
Haven't played my Barb for a while, but if I remember correctly, I had worse resists but didn't really lose any health at all in p1 and p2, those snakes were actually beneficial because they would proc Revenge. I had slightly more dps, which is irrelevant, when you don't lose health, maybe a little more loh, none on the weapon though and better block (Sacred Shield @ 48%).
So either it's the block or you're using a wrong spec. See my signature for "everyone's" spec.
and to Solmyr there really is no "everyones" spec no matter how you try to twist it.
Sure you can't make absolute statements about such things, that's why I put it in "". But given that I left one skill open, that should be the one most viable Inferno spec before you outgear content or group up to make things easier. Sounds pretty absolute again, but I consider this to be true and it's usually more effective advice to say "do x" instead of "maybe you could try x and see what happens, but I'm not sure"
and to Solmyr there really is no "everyones" spec no matter how you try to twist it.
Sure you can't make absolute statements about such things, that's why I put it in "". But given that I left one skill open, that should be the one most viable Inferno spec before you outgear content or group up to make things easier. Sounds pretty absolute again, but I consider this to be true and it's usually more effective advice to say "do x" instead of "maybe you could try x and see what happens, but I'm not sure"
Fair enough. I do (friendly) disagree with your given choices as well in that spec, in active and passive skills Since one could easily argue for example Relentless being far superior to Superstition, but this is just an example.
As a general guideline that spec DOES work though, but it's far from being the optimal choice.
If you have relentless and you are down to 21% hp then you get hit for the rest of your hp with a fireball relentless will do nothing and you die. If you had superstition and 20% reduction would mitigate enough for you to survive that would be the better skill. Superstition is also number that doesnt move while relentless is only usefull while under 20% how often are you really hanging around with 1-20% life ? I would say superstition is far more valuable overall compared to relentless wich I rate as a useless passive.
If you have relentless and you are down to 21% hp then you get hit for the rest of your hp with a fireball relentless will do nothing and you die. If you had superstition and 20% reduction would mitigate enough for you to survive that would be the better skill. Superstition is also number that doesnt move while relentless is only usefull while under 20% how often are you really hanging around with 1-20% life ? I would say superstition is far more valuable overall compared to relentless wich I rate as a useless passive.
You're describing a pretty specific scenario yourself, you fail to take into account that Superstition only works for non-physical which makes it as situational as relentless.
But what hurts the most in act 3 and beyond ? I would drop tough as nails before dropping superstition atleast.
Someone correct me if I'm wrong, but doesn't attack speed directly increase your LoH?
Ex: Barbarian has 1 attack/sec and 1000 LoH => 1000 life per second. He gained 10% attack speed. Now he hits 1.1 attacks/sec => 1100 life per second gained.
This doesn't account for Revenge obviously but while Frenzying (which I do constantly as a tanky Barb) you benefit massively from attack speed.
Agree about Superstition being a great Passive. Melee damage (for me at least) is probably the most predictable thing I find in A2/3. As soon as I see mobs I know how hard they're going to hit me because melee doesn't change much. The real spikes seem to come from 3 Arcane beams focusing on me randomly or trying to kill a pterodactyl with Plagued Molten Desecrator Shielding (although I'd rather watch Toddler and Tiaras than fight that on a Barb).
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Last Slayer (609.0 dps)
+ 154-359 Lightning Damage
+122 Strength
+146 Intellect
+147 Vitality
+ 696 Life on Hit
Damage: 8890.46
I planned on shooting for a weapon in the 800-900 dps range. My question is this: should I pick up a weapon that has that dps range as well as similar strength and vitality (with no life on hit)? Or should I go for a weapon that has life on hit, but less strenght and vitality? The +696 is the only LoH that I currently have.
In case knowing my overall stats would help, here's what I have thus far: 1292 Str, 1208 Vit, 9705 armor, 850-950 resist all, and 32% block. The armor and resist stats are buffed with Warcry.
Thank you in advance!
So either it's the block or you're using a wrong spec. See my signature for "everyone's" spec.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Sure you can't make absolute statements about such things, that's why I put it in "". But given that I left one skill open, that should be the one most viable Inferno spec before you outgear content or group up to make things easier. Sounds pretty absolute again, but I consider this to be true and it's usually more effective advice to say "do x" instead of "maybe you could try x and see what happens, but I'm not sure"
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
If you have relentless and you are down to 21% hp then you get hit for the rest of your hp with a fireball relentless will do nothing and you die. If you had superstition and 20% reduction would mitigate enough for you to survive that would be the better skill. Superstition is also number that doesnt move while relentless is only usefull while under 20% how often are you really hanging around with 1-20% life ? I would say superstition is far more valuable overall compared to relentless wich I rate as a useless passive.
But what hurts the most in act 3 and beyond ? I would drop tough as nails before dropping superstition atleast.
Ex: Barbarian has 1 attack/sec and 1000 LoH => 1000 life per second. He gained 10% attack speed. Now he hits 1.1 attacks/sec => 1100 life per second gained.
This doesn't account for Revenge obviously but while Frenzying (which I do constantly as a tanky Barb) you benefit massively from attack speed.
Agree about Superstition being a great Passive. Melee damage (for me at least) is probably the most predictable thing I find in A2/3. As soon as I see mobs I know how hard they're going to hit me because melee doesn't change much. The real spikes seem to come from 3 Arcane beams focusing on me randomly or trying to kill a pterodactyl with Plagued Molten Desecrator Shielding (although I'd rather watch Toddler and Tiaras than fight that on a Barb).