Players looking for a relaxed, mature environment welcome; all classes accepted, mostly doing SC with some seasonal action. Officers are high level and willing to help with leveling and rift runs.
Clan is smallish at the moment because we're in the process of rebuilding, after weeding out the inactives. But the officers are active usually on a daily basis. If you're okay with that, then welcome! PM Lezard#6347 for an invite!
I think that exploding palm now can work really good with cold rune and az'turrasq fist you can do 12,000% dmg for each enemie that dies having the palm over him... So if you grab a mob and use seven strike sides (with madstone) you have around 5-7 palms around you which can turn to a 60,000% weapon damage... Isn't it great?
Maybe it isn't 50% life of the monster at higher grift but it still something usefull.
And now the play style is to grab easy monsters and kill and not to grab hard monsters and kill them, since killing a hard one vs a easy one does the same damage at the explosion.
My post wasn't debating whether the damage changes to EP were good; I was posting about changing the way it targets or works on already affected targets.
Exploding Palm's gone through some interesting changes over the PTR - imo, the switch from monster life to weapon damage is a good one. While it'll largely kill off support monk, it's still better for making Exploding Palm more competitive without making it too strong for Greater Rifts and Leaderboards.
However, the main problem with Exploding Palm hasn't really been its damage output - the main problem is its wonky mechanic that feels out of place in an ARPG.
Exploding Palm is a single target dot with a significant resource cost, even taking the Spirit generation improvements into account. Casting EP on an already affected target only refreshes the duration, which is generally a waste of time and Spirit. Trying to avoid recasting it on the same target requires significant effort, and with the creature density and mobility of D3, is generally a futile one.
IMO, EP should be changed in a way to avoid this pitfall. I have a number of suggestions.
1) QOL improvement - the game should prevent you from reapplying EP until it's within 1 or 2 seconds of expiring. If you're clicking on an already affected monster, it should retarget your EP to the next closest unaffected mob.
2) Mechanic change - Reapplying EP should refund half the spirit cost back, since the only benefit you're getting out of it is refreshing the DoT.
3) Rework - When reapplying EP, not only does it refresh the DoT, it immediately deals damage to the target (ONLY the target) equal to, say, 50% of the remaining DoT damage. So if you cast an unruned EP, let it tick for 3 seconds, you would do about 200% weapon damage to the target only. This makes accidentally recasting EP on the same target less punishing, and makes it more effective against single targets, making it more of a true spender.
Does anyone know off the top of their heads how Dex and raw damage correlate? I have a fresh, unmodded Helltrapper on my second DH with mediocre Dex and damage rolls. Which one would be better to reroll?
I'm trying to build to a full poison set for my WD since I'm using Carnevil/fetishes. It's only an alt, so I'm no expert, but it's working well on t3 so far.
Would you consider the old Galvanizing Ward to be better? LpS seems to function much better in the RoS environment than it used to. The skill certainly sounds like it could use some kind of overhaul, or at least a tweaking of mechanics so that being hit with shields up doesn't count as 'taking damage'.
Since no one appears to have any answers yet, I'll pass on the results of my own (amateur) testing.
Using Deflection, Dominance and Mirror Image as other forms of shielding, I checked to see if I had the Ward shielding HP on my life bubble each time those abilities wore out. Sometimes it would be up, sometimes it wouldn't be. I doubt it's random, and suspect that the order of the abilities being put up determines the order in which they are used. My guess is LIFO (last in, first out), meaning most recent ability absorbs damage first.
Dominance at full stacks lasts for 8 seconds, more than enough time for Ward to refresh assuming Dominance always absorbs first. This wasn't always the case - at times, my Dominance stacks would wear off and I wouldn't have Ward shield up (easy to spot, since it refreshed at 62,720 hp). Diamond Skin lasts shorter than Ward refresh time, and I would get the same results - sometimes it would be there, sometimes it wouldn't. Deflection is a bit of a problem, because of how it works, and the results from it were more confusing than anything.
I no longer have a full Chantodo set - I disenchanted the source when I realized I wasn't going to go that route with my second wizard. If anyone has the set and can post their own observations, that would be great.
There's a number of questions I have regarding the various shield passives and abilities for the wizard. Hopefully, this'll help clear them up once and for all.
1. Galvanizing Ward gives you a shield "As long as you have not taken damage in the last5seconds". Does this mean not getting hit at all? Or is damage negated by other shields (Dominance, Diamond Skin, Barrier Blades, Deflection) not counted towards the duration?
2. As a follow up to the above, is Galvanizing Ward's shield hit points shaved off first when taking an attack, or will other sources of shielding be damaged first?
3. The Chantodo's Set states that "Your shields heal for25%of their remaining amount when they expire." By that, does it mean when their duration wears off? Or when they're destroyed?
well after glimpsing over this thread, it seems the argument isn't so much with Dex but with Dodge as as a "main" defensive stat.
Just throwing that out there
I can see where you're coming from, but that's not entirely correct. As of the current patch, Dodge is tied to Dex completely, more so than any other standalone defensive stat. Armor, All Res, and even Block can be gotten from gear or Paragon points, whereas Dodge ONLY increases with Dex. Other classes no longer have skills that affect their dodge (with the exception of Sprint: Rush, which now seems like an oversight). Keeping that in mind, it's fair to gripe about the stat itself.
Also, Blizzard has already stated that they're going to improve Dexterity as a stat in 2.1. With any luck, those changes will make my Monk and DH a lot more enjoyable to play.
I don't keep up with reddit, which is where I assume you've seen this (I usually follow just this site and the blues tracker). Any link on that?
Some general question for people using the 4 piece bonus of the Asheara set - how do you gear your followers? And would you prefer to use the 'all skills' legendary on them or the invincibility one?
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Clan is smallish at the moment because we're in the process of rebuilding, after weeding out the inactives. But the officers are active usually on a daily basis. If you're okay with that, then welcome! PM Lezard#6347 for an invite!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exploding Palm's gone through some interesting changes over the PTR - imo, the switch from monster life to weapon damage is a good one. While it'll largely kill off support monk, it's still better for making Exploding Palm more competitive without making it too strong for Greater Rifts and Leaderboards.
However, the main problem with Exploding Palm hasn't really been its damage output - the main problem is its wonky mechanic that feels out of place in an ARPG.
Exploding Palm is a single target dot with a significant resource cost, even taking the Spirit generation improvements into account. Casting EP on an already affected target only refreshes the duration, which is generally a waste of time and Spirit. Trying to avoid recasting it on the same target requires significant effort, and with the creature density and mobility of D3, is generally a futile one.
IMO, EP should be changed in a way to avoid this pitfall. I have a number of suggestions.
1) QOL improvement - the game should prevent you from reapplying EP until it's within 1 or 2 seconds of expiring. If you're clicking on an already affected monster, it should retarget your EP to the next closest unaffected mob.
2) Mechanic change - Reapplying EP should refund half the spirit cost back, since the only benefit you're getting out of it is refreshing the DoT.
3) Rework - When reapplying EP, not only does it refresh the DoT, it immediately deals damage to the target (ONLY the target) equal to, say, 50% of the remaining DoT damage. So if you cast an unruned EP, let it tick for 3 seconds, you would do about 200% weapon damage to the target only. This makes accidentally recasting EP on the same target less punishing, and makes it more effective against single targets, making it more of a true spender.
http://us.battle.net/d3/en/profile/Lezard-6347/hero/26536852
Thanks kindly in advance!
Using Deflection, Dominance and Mirror Image as other forms of shielding, I checked to see if I had the Ward shielding HP on my life bubble each time those abilities wore out. Sometimes it would be up, sometimes it wouldn't be. I doubt it's random, and suspect that the order of the abilities being put up determines the order in which they are used. My guess is LIFO (last in, first out), meaning most recent ability absorbs damage first.
Dominance at full stacks lasts for 8 seconds, more than enough time for Ward to refresh assuming Dominance always absorbs first. This wasn't always the case - at times, my Dominance stacks would wear off and I wouldn't have Ward shield up (easy to spot, since it refreshed at 62,720 hp). Diamond Skin lasts shorter than Ward refresh time, and I would get the same results - sometimes it would be there, sometimes it wouldn't. Deflection is a bit of a problem, because of how it works, and the results from it were more confusing than anything.
I no longer have a full Chantodo set - I disenchanted the source when I realized I wasn't going to go that route with my second wizard. If anyone has the set and can post their own observations, that would be great.
1. Galvanizing Ward gives you a shield "As long as you have not taken damage in the last5seconds". Does this mean not getting hit at all? Or is damage negated by other shields (Dominance, Diamond Skin, Barrier Blades, Deflection) not counted towards the duration?
2. As a follow up to the above, is Galvanizing Ward's shield hit points shaved off first when taking an attack, or will other sources of shielding be damaged first?
3. The Chantodo's Set states that "Your shields heal for25%of their remaining amount when they expire." By that, does it mean when their duration wears off? Or when they're destroyed?