Here's where I see a difference now.
used to be if a 2hndr dropped, it never got a second glance, instasalvage.
Now, I'm looking. Occasionally I'm using.
This is an improvement from my rocking chair...
- Mandrikar
- Registered User
-
Member for 10 years, 3 months, and 23 days
Last active Sat, Oct, 25 2014 22:41:09
- 0 Followers
- 47 Total Posts
- 3 Thanks
-
1
oldschool_2o4f posted a message on 2h weapons overbuffed?Posted in: Diablo III General Discussion -
1
Zanthyst posted a message on Server downtime = time to review Crusader @T3Posted in: Crusader: The Church of Zakarum
I agree with most of what you say. One tip that i recently tuned into helps with wrath gen a TON. Obviously you can use the passive to get more wrath. In single player crusader passively can generate wrath for you as well, but the real key seems to be reforging for wrath generation on your shield and weapon. This can make a HUGE difference and will actually speed up your killing and play style considerably.Quote from Mandrikar*snip*- Look carefully into resource regeneration for Crusader. It might not be an issue if the damage is tuned better, but it does feel like the resource globe is on empty more than any of the other 5 classes I play.
-
1
NanoForge posted a message on Server downtime = time to review Crusader @T3Initially, Blizzard want to create a shield-wearing class.Posted in: Crusader: The Church of Zakarum
As a shield-wearing class, it has to be tanky, right? But nobody want to become a pure tank. So they came up with the concept of "modern tank":
- Heavy armor
- Hit hard
- Slow speed
But they fail at the other two:
- Heavy armor:
- Unlike other class mechanics, block amount is not scalable, leaving the class even squishier than DH or Wiz (they can use shields too and have a lot of great survivability skills)
- A lot of their healing skills have fixed amount (and really small numbers too)
-
No 30% damage reduction may be fair but there are things that can't be blocked.
- Hit hard: not really hard with such few damage-increase abilities. Each individual skill has low damage % as well.
- Keep the low resource generation.
- Keep movement speed penalty
- Increase skill damage, a lot!
- Scale block amount (thorn is a good example)
- A passive for things that can't be blocked (buff Vigilant?)
- % health healing or based on some stats
- Every class, except the Crusader, has 2 sets of armor. Give Crusaders a second set, and one that is not dependent on using a single skill. Something involving being a warrior who uses the holy elemental might be in order here.
-
3
Decadaver posted a message on The vacuum elite cleaner build.Switched to Crusader as my only toon as soon as i worked this spec into my friends group. This build is easy to gear, easy to solo and on top of it probably one of the best build to have in any party. It comes with strong damage, moderate control, huge buffs and doesent have any particular weakness when it comes to elite affixes, infact some like thunderstorm are useful to you lol.Posted in: Crusader: The Church of Zakarum
http://us.battle.net/d3/en/calculator/crusader#aciRVf!aWhS!ZbaYYb
You need marginal gear to solo torment 1 at lvl 70. Im doing it with 700k dps and 12 million thoughness. My only legendary item being my 2 hander enchanted to have a socket. Its a pretty bland legendary 2690 dps, 1099 str, 1000 vit and the socket. Another almost requirement is a solid shield with % crit chance and sweep attack damage if possible.
Stats priority is Crit damage > str > % damage to sweep attack> crit chance = attack speed > all resist > armor > vit > life on hit > what ever else you feel like.
So what makes this build solid and easy, first lets look at all the spells.
Punish - Celerity, a single target builder that both increase your survivability and your damage in the form of attack speed when you block, you block often with punish and a decent shield. (Thats part 1 of why you like thunderstorm).
Sweep Attack - Holy shock or Blazing Sweep, if you feel you dont need anymore life on hit, Blazing sweep for the damage, otherwise holy shock will make you invincible. Theres not much to say about this spender that most people dont already know, its by far the most efficient spender crusader have right now, it only cost 20 wrath and pretty big cleave damage, mine crits from 3-3.5 million to all the way 5 millions solo with my own buffs.
Condemn - Vacuum, this is where the power begins, this is what you will start elites and even big white mobs pack with. Just run in there and start sucking.
Judgment - Resolved, this is step 2, before condemn goes off pop this baby in the middle of the elite pack you just sucked in. Unless you have under 20% crit chance, which even in my shit rares where i dont even try to have crit chance yet still have 45%, this means for the next 5 seconds your attacks and those of your party on these targets will have 100% crit chance. While soloing this mean a guarantee Condemn crit nearing 20 millions.
Laws of Valor - Critical, this is step 2.5, as soon as you hit judgment hit this spell for 100% crit damage increase to your whole party. Now that both judgment and Laws of valor are used, just spam Sweep attack away and an elite pack dies under 10 seconds. Its especially powerful in groups while having some class with powerfull dps buffs like a WD, Wizard or a DH. Id say out of all classes your best allie is WD because they have a harder time getting high crit chance unlike DH, but what ever happens you are capping them, they will be thankful who ever class is with you. You are making them crit 100% of the time and adding 100% crit damage to their stats.
Steed charge - endurance, Its almost boring to make a crusader build without it, get you out of CC, makes you faster, etc. Theres no reason to make a case for this spell.
Passive only 2 Are mandatory and 1 is highly recommended to test and see for yourself, 1 is optional.
Heavenly strength, theres no way to play this build effectively without it. It gives the most damage increase out of any passives. The whole point of the spec is to deal massive damage quickly with crit damage and raw damage, if you arent supporting the strongest weapon and the highest possible stats, it kinda goes against the spec, youd be better served by something less bursty.
Finery, Im putting this as mandatory, again this is pure free stats 70 free Strength per gems you have, it should be DPS gems, mabye a few diamonds for all resist if you think you dont have enough resist, But you should double stack this bonus for Strength really.
Renewal, this is not mandatory, but i highly recommend people test this out if they feel they want to leave it out. This is part #2 of why you love thunderstorm, the tics heals you for more than the damage TS does on block, way more actually. When theres a thunderstorm around i can sit in sentry. This thing Heal you for 12000 at level 70 everytime you block. With punish in the build, you should give it a shot, if you dont want to use it or are so geared torment 6 cant hurt you, drop it and drop punish for something like slash at this point.
Holy cause, this is optional depending on your weapon, my weapon deals holy damage, this is a flat damage increase and thats it. It gave me a pretty solid increase in sheet dps because of the 2 hander with massive holy damage affix. 10% of that damage is alot once multiplied by your Strength and all your other DPS stats.
If you do not have an Holy 2 hander pick something else, theres alot of good stuff. For one if you went with renewal hold your ground is a no brainer, flat 15% increase block chance to heal yourself for 12000. If you did not because you dont need the survivability, fervor and righteousness should be your best bet. - To post a comment, please login or register a new account.
3
Drop Rates:
T1 drop rate = 25% keywarden and uber boss drops
T6 drop rate = 50% keywarden and uber boss drops
Number of Keywarden kills to get 1 key/portal open
T1 = 16 keywarden kills (16 * 25% = 4 component drops needed)
T6 = 8 keywarden kills (8 *50% = 4 component drops needed)
If a T1 wanted to get a Hellfire Amulet with 3 other T1 players that also had their own keys, he would (on average) needed 4 complete rounds of all portals being opened. that means he would have to provide 4 keys, which averages to about 64 keywarden killson T1. The other T1 members would put in an equal amount of portal openings.
If a T1 wanted to get T6 carried, and thus had to provide all of the keys, he would need to open up only 2 rounds --but provide all 8 keys. He would get the keys on T1, so would require (on average) 128 keywarden kills. In other words, he could have gotten 2 Hellfire Amulets if he did it as it was intended and did it with others of his level who also chipped in.
In sum, T6 carrying a T1 is half as efficient as doing if the T1 did it with other T1 players who all contributed their own keys equally.
If a service was to be provided, it would have to be of beneficial to both parties. Here is how it would:
The T1 player opens up 3 portals. The three T6 carriers open up the other 5 portals. Under this scenario, the T1 only requires 3 keys to get a HF on amulet (not 4, as if he were doing it with other T1 players) and the three T6 players would only require 1.67 keys each to get a HellFire amulet (not 2). With no fractions involved, 2 of the T6 would contribute the regular amount of keys (no gain or loss) while one of the T6 players only contributes 1 key to get the amulet (a gain).
Put another way:
Player 1 (T1 able) slight advantage...3 keys required rather than 4
Player 2 (T6 able) advantage...1 key needed rather than 2
Player 3 (T6 able) neither advantage or disadvantage...2 keys required
Player 4 (T6 able) neither advantage or disadvantage...2 keys required