For people who made new seasonal toons on the PTR to try it out, what absolutely drool-worthy items have you had drop so far?
For clarification, this is to celebrate the (questionable) good fortune of finding OP items on a temporary character, that will be deleted come 2.1 on live.
Such as:
Gonna miss them when 2.1 goes live and they get stolen away Q_Q
From what I can see they aren't adding a ridiculous amount of new legendaries; they are mostly working on making the existing dull ones less dull. I don't think it will have a noticable effect on how rare current items feel.
I still think that face-rolling T3 is still the most effective way to farm right now.
Yesterday I got like 4 legs doing T6 rifts. That number shoots up to 20 when doing T3 in the same timespan.
To roll through T6, you need like 1xEP monk , 1x Jade WD, 1x Shotgun Crusader (tuned to the MAX) and possibly another WD just to squeeze out even more DPS.
I guess you could say that you need around 2.5mill eDPS, max CDR/resource regen and a good build to really feel powerful.
I prefer 8-10 min t6 runs where I might die if I do'nt pay a bit of attentin to facerolling t3 despite it being more efficient.
Unless I'm drunk But you're not wrong, but that's not to say running t6 doesn't have its merits
Oh right, actually discounting any dps bringing buffs aswell. Guess I'm back to EP doing the best damage ingame atm then.
You're not wrong
As the other user pointed out, when the damage from the group is high enough for the content, EP/PP monk becomes less useful as he doesn't have time to reach potential. When things are alive for 5+ seconds though, its easy for the PP monk to pull ahead. You're not wrong with your arguments; it all depends on the level of gear : difficulty ratio. When that is in favour of the damage, a fourth (supporting, all group players should support the power is too much to ignore) DPS will provide more speed, whether thats a DPS monk or sprint barb or Jade Doctor (15% Piranado +30% SA +30% - and 20% IAS BBV) they will help more than the palm monk.
But as soon as that ration is more balanced the monk pulls ahead with the ability to "transfer the DPS dealt" - but even then the efficiency is grossly affected by the mobs and map tilesets (can't cyclone 'fat boys' and dungeons/halls of agony style corridors can be a bitch for grouping compared to, say fields of misery). With the gross amount fo transferable damage given by FoA and +phys%/elite% modifiers there's no wonder they are top of the "legitimate" GRifts times (discounting basically anything 40+ as 'exploited' - w/e different argument). Pretty sure that's gonna get nerfed "TO THE GROUND" though
I'm clearly not a mathwiz, and my understanding of this might be way off, but untill someone proves me wrong, this is what I will believe.
You are discounting that a 4th DPS can bring buffs as well. Don't get me wrong, the PP monk is *designed* to bring those buffs and its amazing how many people think (for example) that their reapers wraps will provide more group dps from more cluster arrows than strongarm + knockback* would achieve by buffing everyone by 30% but hey. So in reality, yeah sure PP monks are bringing more than 4th DPS. But only because most people play "solo" in group games re: build
*Okay so DH wans'ta great choice but the point stands. Wizards, WDs. Crusaders, all able to bring group buffs/use strongarms, and 9 times out of 10 that will provide more damage to the group than using their solo-play build...
Revert Dashing Strike to a spirit cost instead of charges. Solves most toughness problems
Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
Ok, so if I had previously picked up a Thunderfury ( with socket ) and re-rolled the damage affix, Ramaldini's Gift would be useless in this case as I cannot have two sockets in the TF. If instead I had originally picked up a Thunderfury with no socket and I re-rolled Heal 8000 HP per hit into a socket, then Ramaldini's Gift would be great as I can reroll the socket to some other non-socket affix then use the gift to add back a socket.
Would it not be better to make Ramaldini's Gift add a extra affix to the item ( an affix that may or may not be socket but can definitely be rolled into a socket if the user chooses ) ? I am all for new features only if they are consistent and benefit everyone rather than some. As it is, Ramaldini'sGift will make the unfortunate become the fortunate, and the fortunate become the unfortunate. Its very bad design if you ask me and will likely be a gripe of many people.
There will be so many item changes coming in that for the most part you could be looking at replacing most of your gear anyway. Some of the new affixes are amazing. Yeah Ramalandi's Gift is going to make previous "guaranteed socket" legendary weapons less flexable; but it certainly won't be the end of times. You will find more gear, most of it will be better; some of it won't.
I love how people who don't play public games are often so quick to condemn them.
Mostly they are fine. Certainly more fun than soloing all the time, so a preference when clanmates aren't online As mentioned, just vote kick the people who shouldn't be there - theres literally no winner in that situation so I've never had a kick fail. . .
Just be glad we know about it 3-4 weeks ahead of when it will matter so we have time to prepare. The game moves on; by the looks of things most of us will be replacing a LOT of gear come 2.1 simply for the extra affixes... so don't grow too attached to your mint gear you currently have. 5 Primary, and I dare say 6 Primary affix items are en route as people approach he highest levels of the tiered rifts
For clarification, this is to celebrate the (questionable) good fortune of finding OP items on a temporary character, that will be deleted come 2.1 on live.
Such as:
Gonna miss them when 2.1 goes live and they get stolen away Q_Q
From what I can see they aren't adding a ridiculous amount of new legendaries; they are mostly working on making the existing dull ones less dull. I don't think it will have a noticable effect on how rare current items feel.
Unless I'm drunk But you're not wrong, but that's not to say running t6 doesn't have its merits
As the other user pointed out, when the damage from the group is high enough for the content, EP/PP monk becomes less useful as he doesn't have time to reach potential. When things are alive for 5+ seconds though, its easy for the PP monk to pull ahead. You're not wrong with your arguments; it all depends on the level of gear : difficulty ratio. When that is in favour of the damage, a fourth (supporting, all group players should support the power is too much to ignore) DPS will provide more speed, whether thats a DPS monk or sprint barb or Jade Doctor (15% Piranado +30% SA +30% - and 20% IAS BBV) they will help more than the palm monk.
But as soon as that ration is more balanced the monk pulls ahead with the ability to "transfer the DPS dealt" - but even then the efficiency is grossly affected by the mobs and map tilesets (can't cyclone 'fat boys' and dungeons/halls of agony style corridors can be a bitch for grouping compared to, say fields of misery). With the gross amount fo transferable damage given by FoA and +phys%/elite% modifiers there's no wonder they are top of the "legitimate" GRifts times (discounting basically anything 40+ as 'exploited' - w/e different argument). Pretty sure that's gonna get nerfed "TO THE GROUND" though
*Okay so DH wans'ta great choice but the point stands. Wizards, WDs. Crusaders, all able to bring group buffs/use strongarms, and 9 times out of 10 that will provide more damage to the group than using their solo-play build...
Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
Mostly they are fine. Certainly more fun than soloing all the time, so a preference when clanmates aren't online As mentioned, just vote kick the people who shouldn't be there - theres literally no winner in that situation so I've never had a kick fail. . .