How dare you speak that abominations name. That game was by far the largest POS i have ever played. To this day the friend that coaxed me into buying it to play with him still apologizes for hyping it.
You answered your own question. IF you are willing to drop a lot gold, then reroll the dmg, I wouldn't think it would take any more then a couple hundred million to get into the 1450's. Here is the thing though. If you re-roll the range dmg and ever want to go Zdps you wont care about the dps and wish you had that Vit roll back, so unless you are absolute that you will never want anything more then range dmg on it, then you might be better off going with the % dmg over range.
yap pretty much. IF youre willing to spend a grip of gold and mats on this item, go for avg dmg for sure. if not, the 10% will be way easier. also, imo, looking far, far ahead, weapons get nerfed the most (relatively) by ancient items.
This is very true, a much higher dmg ancient weapon might overtake the unique bonus on the SMK, but GL if you are planning to grind for an ancient SMK, I don't play a tonne, maybe 15-20 hours a week. and I have only ever had 1 SMK drop. but my general favour with the RNG gods seems to be on the low side.
You answered your own question. IF you are willing to drop a lot gold, then reroll the dmg, I wouldn't think it would take any more then a couple hundred million to get into the 1450's. Here is the thing though. If you re-roll the range dmg and ever want to go Zdps you wont care about the dps and wish you had that Vit roll back, so unless you are absolute that you will never want anything more then range dmg on it, then you might be better off going with the % dmg over range.
Pretty sure when you grab the cache everything inside is determined at that point. So holding onto them WILL NOT give you a chance at finding an ancient.
Wait until the next patch, that will bring them back, for a couple weeks, until they realize almost nothing has changed and then they go play something else while they wait for the next round of disappointment...errr I mean patch.
I wish they would take notice of some of the successful things going on in other games and try to implement / improve on them to add into seasons here. A handful of new legendaries, a couple new leg gems, and some new gobs isn't much change at all. In the past couple of years I have been yoyo-ing back and forth between POE and D3, I came back to D3 specifically because they added seasons and I wanted to give them a shot since I purposefully stay away PTR's but I have noticed a reoccurring theme since the release of D3, it takes them a long long time to implement anything meaningful. So if season two is just going to be more of the same I might be skipping it.
YOu are right, haunting an already haunted enemy simply refreshes the dot, however, with the run you are using the second haunt that comes out is 'smart, and does search out (as far as I know) a fresh target. So its important while casting it that you are choosing fresh targets for example with 3 casts of haunt using the resentful spirits rune clicking on the same target you will see your current target simply gets its dot refreshed and 3 other monsters will be haunted from the rune ability giving you a total of 4, but if you choose wisely you will have it applied to 6 monster instead. If I'm aiming at a P-nado, i try to choose the edges of it in a triangle, like bottom left bottom right top middle, to try and get fresh targets.
Sunkeeper is basically just a one handed furnace, but the low damage will mean your dots hit less hard so obviously furnace would be superior against any elite / boss, if you aren't in a greater rift I would just weapon swap when you need to. The Amazing thing about thing of the deep is the pickup radius it gives you which affects grave injustice, so if something dies from one of your dots because you missed it with a shitty SH or something then chances are you will still be in range to get the CD reduction from from GI meaning faster SH's, It also rocks because you suck in health globes from a far distance away which can be really great if you over played your hand and find yourself in a situation where you are taking damage, where as while using furnace could put you out of pick up range resulting in a death if you where desperate for a heal. So in conclusion, Furance for all out DPS, Sunkeeper / TotD for utility.
I too had difficulties when transitioning to the build form your typical Zuni / SMK. The play style is unique which is awesome but definetly takes some getting use to. I found the trick for me was learning the proper beat between piranhas and horrify, between the two you should be able to lock down most monster for long enough to LS, then get (depending on pack size) 1-3 haunts out with enough time left to either SH and GTFO, or (once again depending on pack size) spirit walk into the mob to lay down your SH. Many times I would fuck up, horrify too early and everything would release before I could get a SH out, or I would lay a shitty SH only hit 2 enemies, leaving me with a big ass cool down on my SH meaning I would have to retreat and wait. Finally, running into mobs that can't be CC'ed by pihranas was tough because I depended on the CC to set up my rotation.
That all being said, with enough rift practise my GR has been climbing I'm close to 30 now, and its all because I've gotten better at using the build, not because of the items. I do find it helpful to have a health pool of at least 450K, I was running with lower and would get squished really fast. I also rerolled some gear to have CD reduction, which helped when I fucked up a SH because the CD was shorter and I don't have to depend on grave injustice. ANyway your issue sounds very familiar to mine so I hope that some of this helps. But Antyr is right, your gear is pretty awesome you should be able to handle much more then you are describing.
I don't play PTR, but I would assume when using the Krider the style of gameplay will now have to change from periodically dropping a sentry and running to max distance and just vaulting around, to dumping all your sentry charges asap then using some kind of movement stagger of EA, reposition, EA, repostion to stay mobile to dodge projectiles until you have your hatred back then dump it all into either your CA or MS depending on the density of the monsters onscreen?
Well if he's malevolent maybe upon death his bag of tricks was booby trapped so it fills your inventory with duplicate copies of the same legendary then reports you for exploiting, that would be funny.
At some attackspeed points (the breakpoints) your turrets will shoot faster than just under it. Any attackspeed in between 2 breakpoints is fake dps (formula gives you 4.14, you still do same amount of attacks as 2.84, but your dps shows almost 50% fake damage because attackspeed is calculated in it).
For the lightning build, you need a helltrapper, with 1.6 base attackspeed. Because of this high base speed, you are often so far past 2.84, that people do go for 4.15.
How to calculate: (base speed of weapon)*(1+attackspeed on weapon/100)*(1+attackspeed on all of your items and paragon/100)*(1+affix on taskers).
For example: helltrapper with 7% attackspeed, taskers with 7% attackspeed and a roll of 50, 2 rings with 7% attackspeed, fleeting strap with 7% attackspeed, quiver with 20% attackspeed, steady strikers with 7% attackspeed, 10% attackspeed from paragon. Gloves+rings+belt+quiver+bracers+paragon=65% attackspeed on items and paragon.
Total speed: 1.6*1.07*1.65*1.50=4.2372, well above the 4.15386 you need.
However, with 47% on your tasters you only get 4.152456, just under it.
Please note that I say base speed of weapon*(1+attackspeed on weapon/100). 1.6*1.06=1,696, rounded to 1.70. It can make it so you don't hit your breakpoint if you use weapon attackspeed (1.70 shown).
If the above math gives you a headache then heres a link to s spreadsheet someone made that will calculate your APS with whatever % T&T's you have.
in which case I would either start rolling arcane barbs until you craft one near perfect
sorry for going a bit off topic but why not craft a perfect unbound bolt? assuming you can reach 2.84 a perfect unbound bolt would be better than a 2.16 2h xbow? or?
Yes I think priority should be on hitting that 2.8 breakpoint. So if you need the slightly higher attack speed of the bow to hit 2.8 or you're going with an etreyu, then in comparison a bow is favourable, but given a similar sentry APS the Xbow will give you higher dmg output then a bow.
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Sunkeeper is basically just a one handed furnace, but the low damage will mean your dots hit less hard so obviously furnace would be superior against any elite / boss, if you aren't in a greater rift I would just weapon swap when you need to. The Amazing thing about thing of the deep is the pickup radius it gives you which affects grave injustice, so if something dies from one of your dots because you missed it with a shitty SH or something then chances are you will still be in range to get the CD reduction from from GI meaning faster SH's, It also rocks because you suck in health globes from a far distance away which can be really great if you over played your hand and find yourself in a situation where you are taking damage, where as while using furnace could put you out of pick up range resulting in a death if you where desperate for a heal. So in conclusion, Furance for all out DPS, Sunkeeper / TotD for utility.
I too had difficulties when transitioning to the build form your typical Zuni / SMK. The play style is unique which is awesome but definetly takes some getting use to. I found the trick for me was learning the proper beat between piranhas and horrify, between the two you should be able to lock down most monster for long enough to LS, then get (depending on pack size) 1-3 haunts out with enough time left to either SH and GTFO, or (once again depending on pack size) spirit walk into the mob to lay down your SH. Many times I would fuck up, horrify too early and everything would release before I could get a SH out, or I would lay a shitty SH only hit 2 enemies, leaving me with a big ass cool down on my SH meaning I would have to retreat and wait. Finally, running into mobs that can't be CC'ed by pihranas was tough because I depended on the CC to set up my rotation.
That all being said, with enough rift practise my GR has been climbing I'm close to 30 now, and its all because I've gotten better at using the build, not because of the items. I do find it helpful to have a health pool of at least 450K, I was running with lower and would get squished really fast. I also rerolled some gear to have CD reduction, which helped when I fucked up a SH because the CD was shorter and I don't have to depend on grave injustice. ANyway your issue sounds very familiar to mine so I hope that some of this helps. But Antyr is right, your gear is pretty awesome you should be able to handle much more then you are describing.