I don't know what the stars are. The Monk fist seems to have 3 while the Wizard wand has 2. Perhaps that's an indication of how much the star property on them (spirit refund and chance to summon hydra) is upgraded, or something along those lines?
My guess is it means nothing. They removed the elements because it would make cold too strong. Then the black weapon bug appeared and it was too late for them to fix it. I guess they'll just remove this bug and it won't matter what element the weapon has. Rather fix the system then introducing more potential OP "bugs" that render 80% of weapons useless.
I see. Well, personally I'd love it if +x% elemental damage applied to all damage regardless of which type of added damage your weapon has. It feels like such a detriment to the game when one type of damage is just plain better than others. Think it's something they can change in the expansion pack though? If they want to change it, this seems like an excellent opportunity.
Guys, perhaps you guys should take your argument into PMs as it's getting pretty off topic here. Having a page of dirt slinging isn't particularly useful.
I just found it slightly odd. Perhaps it's just an alpha-is-alpha thing. I r don't knows.
Notice how there is no blue lightning behind the weapon DPS as we have now on live, even though the weapon clearly has a lot of added lightning damage. The same is true for the Wizard wand that was shown with poison damage - no green poisony colours at all.
Thank you ever so much for these guides, Jaetch. The first one, especially, is a shining example of how good and informative game guides can really be. You did a fantastic job on it.
Personally I picked up a few bits of knowledge, which was great. I only really have SNS/CMWW gear at the moment but after having tried Archon for a wee bit I must say I enjoy it - perhaps because it means I won't have carpal tunnel syndrome by christmas.
Do you do enough damage though? I'm running with the skills listed below, and I feel that they give me the damage output required to farm Seigebreaker while giving me the defensive capabilities to not die very often if I don't suck at avoiding things. (41.6k damage on my character sheet)
Magic Missile - Seeker/Charged Blast. Using Seeker to shoot around corners sometimes.
Arcane Orb - Tap The Source (20 ap cost).
Hydra - Venom Hydra.
Energy Armor - Force Armor.
Magic Weapon - Force Weapon.
Teleport - Wormhole.
I strongly recommend picking up a pair of Level 48-52 rings and amulet with 40-75 of your main stat (int, dex, str) and +12-14% Increased Attack Speed. I'm still using them now in late inferno because of the ridiculous amount of damage they give me, which is about 3k damage a pop right now.
Of course, if you have access to better - use it! But don't scoff at the many cheap items you can get off AH that's quite frankly amazing for your current char level. That being said, you'll need all the DPS you can get your hands on when you start progressing through late act 2 - and especially act 3 and 4 on Inferno mode. Monsters have stupid amounts of health in multiplayer games there. I think I registered a pack of 8 million health blue mobs the other day in late act 2 already. XD
Personally I'm running with 18k HP (would have been 11k if not for my weapon), 500 life/sec and 32.5k damage. Going up against Belial very soon, which I think will be quite easy in fact. My survivability is crap because of my high health, but my damage is very good so that should make up for it... hopefully.
I'd rather not it got changed, I can't imagine having to build my Wizard into a tanky tank to be able to survive as much as 2 hits from any threatening mob. <.<"
I play a Wizard, and I love Force Armor - it prevents me from getting oneshotted as I progress through act 2 on Inferno mode. However, a lot of players I've been playing with have been saying that it's going to get nerfed. After having a look around I haven't found any official statement that support it, but I thought I'd ask you guys just to be sure. It'd stink having to regear my character because it gets reworked or removed. ^^
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I don't know what the stars are. The Monk fist seems to have 3 while the Wizard wand has 2. Perhaps that's an indication of how much the star property on them (spirit refund and chance to summon hydra) is upgraded, or something along those lines?
I see. Well, personally I'd love it if +x% elemental damage applied to all damage regardless of which type of added damage your weapon has. It feels like such a detriment to the game when one type of damage is just plain better than others. Think it's something they can change in the expansion pack though? If they want to change it, this seems like an excellent opportunity.
Notice how there is no blue lightning behind the weapon DPS as we have now on live, even though the weapon clearly has a lot of added lightning damage. The same is true for the Wizard wand that was shown with poison damage - no green poisony colours at all.
Thoughts?
Personally I picked up a few bits of knowledge, which was great. I only really have SNS/CMWW gear at the moment but after having tried Archon for a wee bit I must say I enjoy it - perhaps because it means I won't have carpal tunnel syndrome by christmas.
Heavenly Heaven Hand of the Heavens? =P
Magic Missile - Seeker/Charged Blast. Using Seeker to shoot around corners sometimes.
Arcane Orb - Tap The Source (20 ap cost).
Hydra - Venom Hydra.
Energy Armor - Force Armor.
Magic Weapon - Force Weapon.
Teleport - Wormhole.
Of course, if you have access to better - use it! But don't scoff at the many cheap items you can get off AH that's quite frankly amazing for your current char level. That being said, you'll need all the DPS you can get your hands on when you start progressing through late act 2 - and especially act 3 and 4 on Inferno mode. Monsters have stupid amounts of health in multiplayer games there. I think I registered a pack of 8 million health blue mobs the other day in late act 2 already. XD
I'd rather not it got changed, I can't imagine having to build my Wizard into a tanky tank to be able to survive as much as 2 hits from any threatening mob. <.<"