- Mandrikar
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Member for 10 years, 3 months, and 23 days
Last active Sat, Oct, 25 2014 22:41:09
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Mar 11, 2014Mandrikar posted a message on [Updated] Patch 2.0.3 NotesThe largest omission was the two-hander damage range (and off hand damage affix). That indicates they haven't found the source of the problem after considerable time to look for it, which is troubling given the imminent launch of RoS. It is possible all but the dual wielders will be gimped at Reaper of Souls launch.Posted in: News
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Feb 13, 2014Mandrikar posted a message on New Patch for 2.0.1 PTR and Closed Beta Now Available2-handed weapons underperform dual wields or mainhand+source/fetish/quiver. 1H+ shield is the worst of all, which is the reason why you don't see players choosing it. Crusader has to take Heavenly Strength or their dps is gimped. Penalizing their movement for a required passive is poor game design. Most crusaders take steed to compensate, which is another penalty (losing a skill slot). Rather than fixing the problem that forces everyone to take these, they make the penalties even greater to discourage their use and promote diversity. Rather than fixing the root cause, they keep applying more badages that aren't effective.Posted in: News
At this point, I think they should just remove heavenly strength and focus on balancing crusader around sword and board. If they want to encourage variety in attacks for Crusader, make a passive that allows 30% damage reduction when using a 2-handed weapon (ala monk and barb). - To post a comment, please login or register a new account.
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I am kicking myself for disenchanting a nearly 3,000dps "Fate of the Fell" Flail last week that didn't have a socket. Now that I know the R-Gift will come into the game, I will keep a great, but socketless weapon, in my bank.
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You still can't see the ground when the fires are spammed all over, but no screen shake is a significant QoL improvement.
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Since Blizzard doesn’t recognize my account for some reason, I can’t post on the official forums, so will post my thoughts here. Here we go:
It neutered the 1 handed weapon + shield configurations. Unless a crusader is very lucky and gets a great 1-handed weapon and unlucky and never gets even an average 2-handed weapon, an efficient crusader is required to use heavenly strength. Being the most required passive of any class, it effectively makes the crusader a 3 passive slot class
- In groups, the crusader is always falling behind because of the Heavenly Strength movement penalty. To compensate, Crusaders need to either use an active slot for steed, use a gimmick affix, or design a build around eliminating the 15% penalty (the “nephalim glory” builds)
- When it comes to kill efficiency, the crusader is on the bottom rung. Hopefully, this will be less of a problem after today’s patch. The way I see it, there are 3 ranges (short, medium, long) and 2 modes of killing (area of effect [AoE] and single target). Each class fills a role: wizard is long AoE, Demon hunter is long single, Witch Doctor is medium AoE, Barbarian is short single, Monk is short AoE and that puts the Crusader as medium single. However, it doesn’t play like that, as every other equally equipped class kills more efficiently. The reason, in my opinion, is two-fold: 1) we don’t regenerate resources as fast as other classes because of our slow attack speeds and, 2) Many of our abilities are on long cooldowns.
- It isn’t a problem with me yet, but I think shield Block values need to be carefully scaled to be competitive in higher torment levels
Remedy
Blizzard doesn’t like taking suggestions, but it is in our nature to offer them. My suggestions are:
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The first thing you should do is get a 2-Hander with 4 primary affixes and 2 secondary. Ideally a 2-handed flail with high damage, high strength and wrath regeneration. It shouldn't be hard to come by. Then reroll one of the primaries to make it even better (for instance, a socket is a must). Once you have that, put a gem in it. It looks like you have a low crit hit chance, so maybe a ruby is better at this point. Regardless, either will give you a significant boost to your damage output and make T1 much more bearable.
If you group with others, just ask them to trade any yellow two handed flails with you for something yellow in your inventory. If they listen and agree, you should have what you need within the hour. Once you find a better legendary weapon, just salvage the yellow weapon to get the gems back without paying the high unsocket cost.
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I have a crusader. Let's say his base weapon does 100 damage, and it does 500-1000 holy elemental damage. I also have the passive that increases my holy damage by 10%. I have the two runes to choose from for sweep (which does 400% weapon damage): the blazing one (fire) which adds a secondary damage, or the holy one that heals me a little bit.
If I use the fire rune, is my actual average damage:
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The cooldown costs are long for the damage output they give, but I can live with it until they collect data and decide if it needs to be redressed. If no one else feels it is too excessive, I can live with it as just being a slower, less button-clicking class than the other 5 classes.
The mechanic where the Heavenly Strength passive is practically required to get close to the dps of the rest of your group (given the group is approximately the same paragon level and same mix of gear) is hard to stomach because you lost one passive slot just to correct your weak dps (Heavenly Strength) THEN you need to pour paragon points or use up 2-3 primary gear slots to improve your movement speed, and even then most crusaders are using one of their active slots for the steed, so they don't get left behind. To me, that part of the class that needs some tuning: I want to keep up with my group members and not feel I need more paragon points or better gear than them to be on par.
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It is not my playstyle, but it is a good build. +1
edit: typos