I think I speak for every Wizard without The Furnace. We hate you
Re-roll all res on belt instead of life %. Get an amulet with fire elemental damage, CC, CHD and a socket or Int, CC, CHD and a socket. Firebird Gloves with int/vitality, crit, and crit damage.
Unity is required for solo play. You will not be able to push higher Greater Rifts without it.
Other than that your gear is pretty awesome and you should be able to push a 41-42 greater rift with luck.
Your eye of etlich is basically bis. Reroll the int to 100% crit damage. That ranged damage reduction is HUGE. BiS amulet really is fire elemental damage, crit damage and crit chance with a socket. I would without a doubt use the Eye of Etlich for high greater rift progression solo play. Your haunt of vaxo is also pretty amazing but the reduced range damage is just too big to pass up. Great find man!
I'm not a theorycrafter but I've been doing some napkin maths on amulets and rings.
Legendary gems used: Bane of the Powerful, Zei’s Stone of Vengeance and Gem of Efficacious Toxin.
I am currently on 54% fire damage, gaining another 20% fire damage equates to 12.5% total dps increase. Still not sure if the toxin gem beats this for solo play, as mine is currently on level 41, which gives 10% damage + 405% weapon damage per second. Your thoughts on this?
These are the conclusions I've come up with, according to stat weights from Diabloprogress. You'd want these rolls on the following items:
Stone of Jordan = Fire Elemental damage, Crit Damage, Elite Damage, Socket
Any good amulet = Fire Elemental Damage, Crit Chance, Crit Damage, Socket
You lose out on a potential 1750 int, which can be gained from Paragon points post paragon level 800 which should amplify the damage from the stats on your gear.
Is this correct? What do you think? Is losing 750 potential int on your amulet just too much? Only on your rings? Any feedback would be appreciated.
I personally found that using a Maximus isn't worth it if you have a good Serpent's Sparker or Sunkeeper. The reason why The Furnace is so good is due to the elite damage and high base damage from the lower base attack speed (1 attacks per second). Due to Maximus being a sword it has a higher base attack speed (1.15 attacks per second). As you've already pointed out you lose a lot from switching from one-hander to a two-hander. The Furnace makes up for it with the elite damage and low base attack speed.
I did a few tests on Ghom with my Maximus, Sunkeepr and Serpent's Sparker. The Sunkeeper beat them all. Obviously Ghom is an elite so the elite damage on the Sunkeeper helps a lot. I think in high greater rifts where the white monsters have a lot of health it might be better to use the Maximus for overall dps, but I haven't really been able to test. I still prefer my Sunkeeper. It's a godly roll which helps, which yours is as well (mine's 30% elite, slightly less higher top end). It's a tough choice but I like the Sunkeeper magefist/firebird eye combo.
I think the real issue here is that the higher you go in greater rifts, the more HP and damage the mobs have but the amount of kills required stays the same, which makes it more difficult sure, but hits a point where you need to start using these kind of things, ie. Rimeheart, Furnace, Exploding palm to get any further.
I think the best fix for this is to increase the amount of monsters required to finish a greater rift the higher you go, while keeping the monster health and damage relatively stable after a certain level. For example, you reach level 30 greater rift, that is the highest monster health and damage go, almost like say a Torment 8, if torment 8 existed. The higher you go from 30, the more monsters are required to finish the rift. This way it's more about skill and teamplay than it is about using broken mechanics. The faster you kill, the better you are. That's how it should be in my opinion.
Sparkflint is additive, not multiplicative. It's a flat 10% damage increase, so if you're hitting for 1000% weapon damage, you will now hit for 1100% weapon damage.
% elemental modifiers and skill modifiers are multiplicative though.
My best guess, due to the nature of how % elemental and skill modifiers work, being an Arcane focused wizard with a lot of +% arcane damage, Cannoneer should win, at least where it can hit more than 1 target. There's probably a lot more math involved and I really don't have time to try and work it out.
Unless you have Tal Rasha 4 pc and need to proc meteors, and you are arcane damage based with a decent amount of +% arcane and/or +% familiar damage, go with Cannoneer, if not, go with Sparkflint.
The lightning meteor procs the lightning affect from Shard of Hate, which is super weird. It's basically like I'm casting a lightning spell when that meteor goes off.
That's pretty good. I think the best judge of efficiency, at least for me, is when using nemesis bracers on a shrine, you kill the pack in about 2-3 seconds. Anything longer than 10 seconds on a pack is just wasted time in my opinion. But it's great to see that this is already possible. I'm sure at 1000+ paragon levels T6 will feel like T3.
My question really is, what is considered doable? Being able to efficiently farm T6 is more than unlikely. You can get a lot of toughness and low damage and use a kiting build to kill stuff on T6 if that is your thing. What is the most efficient torment level to farm is the biggest question. Sure, one can do T6 but it won't be efficient.
How long does it take to kill an elite pack using this build? What are your chances of death when multiple packs are engaged? Ranged mobs that are out of range and shooting you and you cannot frost nova or black hole them?
That is my current thinking as well. I can also remove my Storm Armor - Shocking Aspect for something like Energy armor - Pinpoint Barrier for the extra 5% crit, as currently storm armor is my only source of lightning for elemental exposure and lightning meteor for Tal Rasha 4 set.
I guess an Arcane weapon damage Thunderfury would allow me to use Black Hole - Absolute Zero for a longer buff as well, instead of spellsteal.
I still haven't found a Thunderfury, so until then I guess it's blood shards for weapons *sigh*.
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Re-roll all res on belt instead of life %. Get an amulet with fire elemental damage, CC, CHD and a socket or Int, CC, CHD and a socket. Firebird Gloves with int/vitality, crit, and crit damage.
Unity is required for solo play. You will not be able to push higher Greater Rifts without it.
Other than that your gear is pretty awesome and you should be able to push a 41-42 greater rift with luck.
I'm not a theorycrafter but I've been doing some napkin maths on amulets and rings.
Legendary gems used: Bane of the Powerful, Zei’s Stone of Vengeance and Gem of Efficacious Toxin.
I am currently on 54% fire damage, gaining another 20% fire damage equates to 12.5% total dps increase. Still not sure if the toxin gem beats this for solo play, as mine is currently on level 41, which gives 10% damage + 405% weapon damage per second. Your thoughts on this?
These are the conclusions I've come up with, according to stat weights from Diabloprogress. You'd want these rolls on the following items:
Unity = Crit Damage, Crit Chance, Elite Damage, Socket
Stone of Jordan = Fire Elemental damage, Crit Damage, Elite Damage, Socket
Any good amulet = Fire Elemental Damage, Crit Chance, Crit Damage, Socket
You lose out on a potential 1750 int, which can be gained from Paragon points post paragon level 800 which should amplify the damage from the stats on your gear.
Is this correct? What do you think? Is losing 750 potential int on your amulet just too much? Only on your rings? Any feedback would be appreciated.
Thanks!
I did a few tests on Ghom with my Maximus, Sunkeepr and Serpent's Sparker. The Sunkeeper beat them all. Obviously Ghom is an elite so the elite damage on the Sunkeeper helps a lot. I think in high greater rifts where the white monsters have a lot of health it might be better to use the Maximus for overall dps, but I haven't really been able to test. I still prefer my Sunkeeper. It's a godly roll which helps, which yours is as well (mine's 30% elite, slightly less higher top end). It's a tough choice but I like the Sunkeeper magefist/firebird eye combo.
http://www.diabloprogress.com/hero/shadz-2138/Shadro/111349
I think the best fix for this is to increase the amount of monsters required to finish a greater rift the higher you go, while keeping the monster health and damage relatively stable after a certain level. For example, you reach level 30 greater rift, that is the highest monster health and damage go, almost like say a Torment 8, if torment 8 existed. The higher you go from 30, the more monsters are required to finish the rift. This way it's more about skill and teamplay than it is about using broken mechanics. The faster you kill, the better you are. That's how it should be in my opinion.
Here is my friends Jade WD, almost BiS:http://eu.battle.net/d3/en/profile/surge-1136/hero/351650
That's basically what you're going for as a Jade WD.
There's a few variations for Pet WD, but we can discuss that in game.
% elemental modifiers and skill modifiers are multiplicative though.
My best guess, due to the nature of how % elemental and skill modifiers work, being an Arcane focused wizard with a lot of +% arcane damage, Cannoneer should win, at least where it can hit more than 1 target. There's probably a lot more math involved and I really don't have time to try and work it out.
Unless you have Tal Rasha 4 pc and need to proc meteors, and you are arcane damage based with a decent amount of +% arcane and/or +% familiar damage, go with Cannoneer, if not, go with Sparkflint.
Magic Missile - Glacial Spike - Cold
Arcane Orb - Frozen Orb - Cold
Black Hole - Spell Steal - Arcane
Storm Armor - Shocking Aspect - Lightning
Familiar - Sparkflint - Fire
Only the arcane meteor isn't off cooldown every 8 seconds, but it's pretty cool to black hole and have a meteor land on top of the black hole
My question really is, what is considered doable? Being able to efficiently farm T6 is more than unlikely. You can get a lot of toughness and low damage and use a kiting build to kill stuff on T6 if that is your thing. What is the most efficient torment level to farm is the biggest question. Sure, one can do T6 but it won't be efficient.
How long does it take to kill an elite pack using this build? What are your chances of death when multiple packs are engaged? Ranged mobs that are out of range and shooting you and you cannot frost nova or black hole them?
I guess an Arcane weapon damage Thunderfury would allow me to use Black Hole - Absolute Zero for a longer buff as well, instead of spellsteal.
I still haven't found a Thunderfury, so until then I guess it's blood shards for weapons *sigh*.