farming bounty caches, killing green goblins in the world and rifts, using Puzzle Rings in the cube for a chance of even more green goblins in the gold land...
not much else you can do
some people suggest opening bounty caches on a differnt / new character, no idea it that really helps tho
you probably want maximum fury from paragon before maxing vita for a higher hota crit chance,
not sure about 3 raekor and illusory boots, the charge itself gives you a way to move thru mobs unhindered. most R4 globebarbs I see on boards use raekor boots instead and drop the RoRG. cube an electro immunity neck instead? I dont find arcane too dangerous with this build I think im at 7.5 billion toughness (playing softcore) with all groupbuffs and 0 caldesann'ed items. Electro immune necklace also helps soaking electrified sparks so the wizard doesnt get hit bit all of em. many people play with obzod+oculus and cubed band of might, but yeah in HC removing oculus makes more sense. maybe even run ele + a 2nd immunity neck (fire?) if you dont have a decent Hellfire amulet. Im getting the impression that Overwhelming Desire can add a lot of lag when you fight a huge pack of monsters, sometimes you see the little turquoise swirly thing appear above the mobs head and it lags like hell, the second the swirls animation is gone the lag vanishes,, just a personal observance.
Like you said, the warcry rune is debatable, if you scout a lot the hardened wrath 5 second buff will be impossible to keep up on the group, veterans warning for 30% dodge doesnt require 5 sec rebuffing. Buf if you stay with your party while fighting a big pack or the guardian you can keep hardened wrath up. 30%dodge pushes toughness alot but makes it spikey aswell. 60% armor is more consistent especially for the wizards low armor rating.
rift only, doesnt exist in campaign mode, used to have a lot of fog/mist effects that lagged the hell out of framerates, you got a version with a red tint it seems
I've played both EP pull monk and M6 DH during season 2, so I can see how there's some jealousy about who can squeeze how much XP gear into their loadouts, I know I've wanted to play the monk more in the end cuz it gained paragon so much faster eventho I enjoyed playing the DH more gameplay-wise.
But the real problem I see here is:
the multiplicative thing with the XP sets/Rubies/Leorics Crowns/HF Ring makes you wanna equip all this stuff so badly you end up "gimping" your character. Yea sure for GR35+ quick runs its not much of a differnce in clear speed, but in my opinion, it brings back the whole MagicFind gear dilemma of vanilla D3. You just wanna get that bonus to XP( or MF, back then) onto as much item slots as possible. As a monk, ending up running some super boring crafted Sets like Cain and Born instead of the Crudest Boots to get a 2nd Air ally that would help you a lot with resource management, or that 4-piece Inna's for 4 free manta buffs. Gem of Ease instead of a 2nd Emerald in your offhand, Hellfire Ring, Leorics Crown instead of stuff with actual unique powers - But no! Cant pass up on that extra XP!!
XP sets for zDPS and T6 / medium GRifts are fine, but they should be somewhat toned down compared to how they are now
since Reaper of Souls, Magic Find is a close to useless stat on items. Let's say you have 100% magic find on your gear total, it will only increase your chance to find a Legendary/Set item by 10%, so theoretical 1% becomes 1.1%, In reality its more like 0.01% becomes 0.011%
also, there's barely any items left with Magic Find anyway, Blizzard stated they weren't happy with the whole system so they kinda squished it, so people don't feel the need to fit 300%MF on their gear like people did in D3classic, not to speak of the annoyance of MF gear swaps before elite kills that a lot of people practised (yuck)
just focus on gearing for killspeed and enough toughness to handle the highest difficulty setting that feels effective for your character
(btw in Torment 6 u get a 1600% MF increase, so 100% MF from items would be a minor increase but nothing game-changing)
not to discourage you from using your MF items, keep them if they're decent, just don't skip upgrades just because it means losing MF.
cold soj (and all other frost damage) adds a freezing (slowing) effect to your attacks, even your Run Like The Wind - Tornados, this way the mobs are stuck in the Tornados for longer and take more damage / die faster instead of running out of the Tornados range all the time if you dont slow em
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I'll call my dude DrWho cuz this topic is 9 years old
Legendary gems are disabled if you put them on followers
and thats the remaster of the previous remaster
farming bounty caches, killing green goblins in the world and rifts, using Puzzle Rings in the cube for a chance of even more green goblins in the gold land...
not much else you can do
some people suggest opening bounty caches on a differnt / new character, no idea it that really helps tho
you probably want maximum fury from paragon before maxing vita for a higher hota crit chance,
not sure about 3 raekor and illusory boots, the charge itself gives you a way to move thru mobs unhindered. most R4 globebarbs I see on boards use raekor boots instead and drop the RoRG. cube an electro immunity neck instead? I dont find arcane too dangerous with this build I think im at 7.5 billion toughness (playing softcore) with all groupbuffs and 0 caldesann'ed items. Electro immune necklace also helps soaking electrified sparks so the wizard doesnt get hit bit all of em. many people play with obzod+oculus and cubed band of might, but yeah in HC removing oculus makes more sense. maybe even run ele + a 2nd immunity neck (fire?) if you dont have a decent Hellfire amulet. Im getting the impression that Overwhelming Desire can add a lot of lag when you fight a huge pack of monsters, sometimes you see the little turquoise swirly thing appear above the mobs head and it lags like hell, the second the swirls animation is gone the lag vanishes,, just a personal observance.
Like you said, the warcry rune is debatable, if you scout a lot the hardened wrath 5 second buff will be impossible to keep up on the group, veterans warning for 30% dodge doesnt require 5 sec rebuffing. Buf if you stay with your party while fighting a big pack or the guardian you can keep hardened wrath up. 30%dodge pushes toughness alot but makes it spikey aswell. 60% armor is more consistent especially for the wizards low armor rating.
Sewer map, been there for a season or 2, not sure
rift only, doesnt exist in campaign mode, used to have a lot of fog/mist effects that lagged the hell out of framerates, you got a version with a red tint it seems
nice! shouldve let her play in zoom mode!
nvm im stupid!
its in the 2.2 patchnotes under barbarian skill changes, dust devil spawn rate is dependant on attackspeed
I've played both EP pull monk and M6 DH during season 2, so I can see how there's some jealousy about who can squeeze how much XP gear into their loadouts, I know I've wanted to play the monk more in the end cuz it gained paragon so much faster eventho I enjoyed playing the DH more gameplay-wise.
But the real problem I see here is:
the multiplicative thing with the XP sets/Rubies/Leorics Crowns/HF Ring makes you wanna equip all this stuff so badly you end up "gimping" your character. Yea sure for GR35+ quick runs its not much of a differnce in clear speed, but in my opinion, it brings back the whole MagicFind gear dilemma of vanilla D3. You just wanna get that bonus to XP( or MF, back then) onto as much item slots as possible. As a monk, ending up running some super boring crafted Sets like Cain and Born instead of the Crudest Boots to get a 2nd Air ally that would help you a lot with resource management, or that 4-piece Inna's for 4 free manta buffs. Gem of Ease instead of a 2nd Emerald in your offhand, Hellfire Ring, Leorics Crown instead of stuff with actual unique powers - But no! Cant pass up on that extra XP!!
XP sets for zDPS and T6 / medium GRifts are fine, but they should be somewhat toned down compared to how they are now
also, there's barely any items left with Magic Find anyway, Blizzard stated they weren't happy with the whole system so they kinda squished it, so people don't feel the need to fit 300%MF on their gear like people did in D3classic, not to speak of the annoyance of MF gear swaps before elite kills that a lot of people practised (yuck)
just focus on gearing for killspeed and enough toughness to handle the highest difficulty setting that feels effective for your character
(btw in Torment 6 u get a 1600% MF increase, so 100% MF from items would be a minor increase but nothing game-changing)
not to discourage you from using your MF items, keep them if they're decent, just don't skip upgrades just because it means losing MF.