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    posted a message on HT Garg build.

    First of all i want to mention that i play on Xbox One. The reason i mention this is because apparently Hotfixes are only applied on console if you're playing online/connected to the internet, thus meaning if i play offline the RoE is still as it was in the PTR. With that said, let me get on with it.

    So i haven't kept up too much with Diablo 3 for the past few months, but i saw a video by Anthony about the build (before the nerf) and his Gargs were hitting (critting) for over 1Trillion (even up to 2 Trillion). I'm don't 100% remember what his stats were, and what level his Legendary Gems were, but when i tried the build the highest Crit i managed to get was a measly 440b. I feel like that is extremely low. Some important details on my build are as follows:

      I was using Tasker and Theos instead of Endless Walk set.


      All my gear (except for bracers) is Augmented with level 80 Gems.


      My Legendary gems are all lvl 81 (Stricken/Trapped/Enforcer).


      I have +40% Cold Damage and +30% Garg Damage.


      I was using both Confidence Ritual AND Pierce the Veil.


      I was using Oculus Ring on my Follower.


    Even with all these bonuses, which i'm sure Anthony didn't have all of them, the highest Crit i saw was 440b. I'm not sure if i'm doing something wrong? Is it really just because i'm not using Endless Walk? Are my gems not leveled high enough? The rest of my gear isn't godrolls, but it's far from being trash. I'd say it's probably average, if not slightly above. Where am i going wrong?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on 2.3 Shield Bash
    Quote from MIdnightD3»

    Fire rune is the best for solo. I play mostly groups nowdays and the Physical shield bash crus thrives, snipping rift guardians. I have a friend that his crus does 20 bill per crit. if you were talking entrirelly on solo purposes u have to go fire. If you are switching to group runs, speed rifts ** , for exp, u have to go physical, one or two shotting elites is pretty easy. Most people in D3 dont play solo these days, because the advantages that group speed runs give you, are way too imbalanced.


    Hexing pants are a hard choise to neglect because they give you so much dps. I know that the playstyle isnt so pretty and tiring but the damage bonus is a must.


    I havent tried fire that much, but i know the dps is low. How much do u guys crit in average?

    Lol what do you mean the damage bonus is a must? If you're worried about damage on this build then you're doing something wrong. I can breeze through 55 now. I can probably do 60 easily if i managed to survive. In 2.3 i can see myself pushing mid 60s easily. So the damage from Hexing pants is not "a must". Toughness is a lot more important. The DPS on Fire is insane.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash

    Fire rune is the best, since it's the only rune that gives a decent amount of AoE damage without sacrificing your bracers' damage. Additionally, i would go against using Hexing pants because i don't see it working with the nature of this build. You'll have to stutter-step the ENTIRE time, and that's pretty much just begging to get carpal tunnel. I mean, if you're willing to do that go ahead lol, but i really don't think it's worth it. Especially since this build already does so much damage. Damage is really not what this build needs extra.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash

    I think Furnace + Blood Brother would be best combo.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash

    I use the 6-piece. And i don't really think i ever run into Wrath issues, except on RGs. I'll always run out of Wrath a few times if they don't spawn adds. I use Shield Glare - Zealous Glare (i think that's what it's called) to manage Wrath otherwise. And when i run out of Wrath on the RG it takes a few seconds to top it back up with my generator plus the insane Attack Speed bonus you get from Roland's set. It takes a while to get used to, but once you get the hang of things you won't really have much trouble keeping your Wrath up.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash
    Quote from drizzt_»

    GR 55 without Unity, only String of Ears? Wow, impressive. How do you manage to survive?

    I have no ancient Furnace, so my top GR with shield bash is only 45 :-(

    What generator do you use for the rings affixes? If you use Punish, the Angel Hair Braid belt is one option to be cubed.

    Especially if you want to have blood brother in your weapon combo. Block chance = 31% (shield) + 20% (BB) + 15% (punish)

    I am not sure if you have room for Provoke (Hit me). It will be a nice 50% increased Block Chance for 4 seconds...


    In my opinion, death cheat mode + 35% damage increased + 150% armor + 5 wrath generation (perma AC Prophet) >>> 50% reduced damage (Unity).

    If you are able to achieve perma AC Prophet, I think Zodiac is better, but i haven't tested any PTR yet 0:-)

    I have a lot of toughness on this build. Diamonds instead of Rubies, Esoteric Alteration and Mutilation Guard, Amethyst instead of Diamond in the Helm, and i use Laws of Justice - Immovable Object instead of Laws of Valor. I think i have around 82m Toughness unbuffed. Just not enough for anything higher than 55 yet.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash
    Quote from nitrosnwbdr»

    I'm probably going to be running Fire/Roland's in 2.3 as well I just enjoy the game play too much to change. For me I think this is going to be my grand setup.


    Weapon: Either Blood Brother or Furnace Cubed - I currently don't have a ancient of either so which ever I get an ancient first. I'm going to prefer the BB though, because for Xmog sake there are many more 2Hand Sword options than 2hand Axe/Hammer.


    Armor: I'm thinking of running Cinder Coat for the 30% reduction on fire skills. I couldn't really find an armor slot that fit that better other than more HP from leorics.


    Jewelry: I'm probably going to use Unity in solo play and use either Zodiac or CoE in group play.

    Initially i was thinking Cindercoat too, but tbh i feel like it's a big waste. You really don't need resource cost reduction with this build. Someone else mentioned that he might be using St. Archew's Gage as it should offer some good benefit if you have really high Life/HP. I'm currently sitting at around 1300k HP so a 150% absorb shield would almost completely absorb any damage an Elite/Champ pack can do before they're dead. Right now that actually seems like the only "decent" option.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on 2.3 Shield Bash

    I plan on running a Fire Shield Bash in 2.3. I am not interested in the Blessed Hammer build. Looks extremely boring to play, so i'll be seeing how far i can push the Shield Bash build. Currently i have cleared 55 (a few times). Failed 56 a few times due to too many deaths. My current setup is Fyrnace, String of Ears, Mara's, Focus and Restraint, BotT, Esoteric, Mutilation.


    Not sure what cube come 2.3. I was thinking Blood Brother for weapon 100%. But for Armor and Jewelry i'm really not sure.


    For Armor i feel like there really are not a lot of good choices. Leoric's Crown would be alright for another 23% Life (i use an Amethyst and not a Diamond, this build doesn't need CDR right now). 23% more life could be useful, but i don't know if it's really needed. Aside from that, i have no idea what to use.


    For Jewelry i am stuck between two choices. I can take either a.) Unity or b.) OROTZ. Unity obviously gives 50% Damage reduction, but a Zodiac would give me 100% Akarat's uptime as well as 150% Armor. I'm not sure what the difference in terms of damage mitigation is between +150% Armor and -50% Damage, and this is pretty much the deciding factor.


    What do you guys think?

    Posted in: Crusader: The Church of Zakarum
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    posted a message on Grin Reaper "fix" is a step in the right direction, but...
    Quote from Dezza2878»

    Slaytanicc, 1 ppl GR 64 and all other 59-60. its just mean this one already have perfect gear from S2/S3.

    Helltooth need tests and some optimize but im really dont want our dps depends by pets AI. u really wanna Carnival V2 when pets (mimics) stay behind corner and dps down 3 times? one item its one item. we need buff other.


    PS im test Grin Reaper with both new sets today.

    I get what you're saying. I don't want the Grin Reaper to be the only DPS item of the build. But even if they still buff the Grin Reaper, it won't be enough. They'll have to buff both the Grin Reaper and the Helltooth set. Besides, i don't think it's bad if the Helltooth set is Pet dependent. As long as it's not Fetish dependent. I'd love to utilize a Dog and Gargantuan in a build again. It's been so damn long since those two have gotten decent use. Additionally, i don't really see the Mimics as pets.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Grin Reaper "fix" is a step in the right direction, but...
    Quote from Dezza2878»

    Quote from Slaytanicc»

    Grin Reaper does boost our DPS a lot, yes. But it's still not a good enough item because the damage it offers is inconsistent. That would be like a Convention of Elements that has to rotate between 8 different Elements before it gets to the element you're using. When it boosts your element it's great, but the rest of the time it's bad. That's the Grin Reaper. Inconsistent damage. Right now let's say WD with Helltooth can do 50. The new Grin Reaper will let them do maybe 55. If they make a few more changes to it, maybe it can do 60. Even then, WD is still going to be 5+ GRifts behind every other class.



    1. Grin Reaper already good. even now im sure mask dont have alternative.

    2. its wrong comparation. if u use right skills, mimics uptime about 100%. try Plague of Toads with Rhen'ho Flayer or Firebats (Plague Bats).

    3. right now im check laderboard. Zombie Bears -> GR59 after reset and its just tests with not perfect gear.

    Rhen'Ho Flayer and Firebats crutch your build. Those are not the best skills to use for a Helltooth build. That argument is completely invalid.


    Also, like 12 hours after PTR wipe Carnevil was doing 64. That's 5 tiers higher than Helltooth. Helltooth is still not good enough. Again, invalid argument.



    The point is to make a build that can compete with Carnevil, not "get close but not close enough".


    To do that, they need to improve Helltooth and Grin Reaper. Grin Reaper is still not good enough. It's inconsistent. The AI is dumb, and it damages your DPS.


    When's the last time you actually used a Grin Reaper? Because it sounds like you are quite unfamiliar with it's mechanics.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Grin Reaper "fix" is a step in the right direction, but...
    Quote from Kallizk»

    Quote from Dezza2878»

    Grin Reaper insane item. its already boost our dps a lot. dont think we really need some changes.

    real problem - new items. bears, firebats... how we can use it on GR60+?

    if we have on new mojo something like:

    Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
    The amount absorbed cannot exceed 100% of your maximum Life.




    or

    When you take more than 15% of your maximum Life in damage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport Spirit Walk are reset.




    than we have chance go to melee.



    then you would be a wizard and not a wd...

    Grin Reaper does boost our DPS a lot, yes. But it's still not a good enough item because the damage it offers is inconsistent. That would be like a Convention of Elements that has to rotate between 8 different Elements before it gets to the element you're using. When it boosts your element it's great, but the rest of the time it's bad. That's the Grin Reaper. Inconsistent damage. Right now let's say WD with Helltooth can do 50. The new Grin Reaper will let them do maybe 55. If they make a few more changes to it, maybe it can do 60. Even then, WD is still going to be 5+ GRifts behind every other class.

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Grin Reaper "fix" is a step in the right direction, but...

    I still don't think it's enough to make Helltooth competitive with Carnevil. Right now the Helltooth build's damage is going to rely mostly on your Mimics. Whenever they're out, you'll do your maximum damage. Whenever they're not out, your build will suffer. It's like a Carnevil build with 8 Fetishes vs. one with 23 Fetishes. While you're waiting for Mimics to summon, you lose DPS. To "fix" this problem, here is what i propose:


    1.) Remove the internal cooldown. I assume they have one, otherwise they'd have 100% uptime. So this way (without the internal cooldown) you WILL be able to have them up 100% of the time, as long as you're in combat. It could be changes to: "Summon horrific mimics when you hit an enemy with a Mana-spending attack" or soemething like that.


    2.) The following 3 things all kind of tie in together. They're regarding Mana-Spenders, skills of a cooldown nature, and AI.

    • a.) Give them their own Mana-pool. This should be base Mana and regen at Level 70 (750 Mana, 50/s Regen).
    • b.) Give all their skills with a cooldown nature (like Piranhas, Grasp of the Dead, Wall of Death) it's own independent cooldown. So right now Piranhas, Grasp of the Dead, and Wall of Death, all have 8 seconds cooldown. Give the Mimics this cooldown, regardless of your cooldown reduction. Additionally, give these skills priority over Primaries and Mana-Spenders. This way your mimics are guaranteed to cast Piranhas/GotD/WoD every 8 seconds, as long as you're in combat and as long as you have the required Mana.
    • c.) Make them more proactive. Make them more aggressive. They should be constantly attacking as long as there are enemies whenever you are as long as a.) they have enough mana, b.) their skills are off cooldown, or c.) you have a primary skill on your bar. Only when none of the criteria is met will your mimic go "idle" until it's able to attack again.

    3.) Change it so that mimics are only able to summon one Spider Queen at a time. This kind of ties in with point 2.c. If you make the mimics more aggressive, and they attack 100% of the time as long as enemies are in range, this could be easily exploited. Un-equip any mana-spenders (aside from your necessary cooldown skills) and have your mimics constantly summon Spider Queens.


    4.) Make their AI a bit smarter. I don't know exactly how hard this will be (or if it's even possible/viable), but mimics should attack anything withing a certain frontal cone from your character's perspective. Let's say a cone of 40 degrees and 50 yards. They're mimics, right? They should be doing what you're doing. They should also prioritize Elites and RGs over trash, as long as they're within the cone. If, perhaps, the cone is taking it a bit too far, then at least have them attack as long as there's enemies within a certain range. No more than say 80% of a screen-length. You don't want them attack things that are off-screen.


    5.) I'm not really sure about this one yet, but i'll put this in as a "maybe". Perhaps change it so that their skills also benefit from your stat-bonuses (if they don't already). For example if you have 40% Poison and 80% Acid Cloud damage, their skills will benefit from that. Essentially their damage will mimic yours. I think this might be a bit OP though.



    Anyway...Those are pretty much my ideas to improve the Grin Reaper mask, make it a valuable part of the build, and make it a competitive piece of equipment, without making it overpowered. The point is to be able to make a build that does enough damage completely independent of Fetishes (basically a build with no Fetishes, only Dogs and/or Gargantua).

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on T6/Low GR Monk build idea. Need advice.
    Quote from ParadokS»

    So basically it went from "ALMOST feasible" to "COMPLETELY useless and utter garbage" :D

    In just over 60 minutes lol. Sigh...

    Posted in: Monk: The Inner Sanctuary
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    posted a message on T6/Low GR Monk build idea. Need advice.

    Shit this is what happens when i don't sleep for 30 hours. Really not sure what i was thinking. I think i was literally seeing it as *1000 instead of 1000%.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on What will be the best solo class for pushing greater rifts in season 2?

    I think we might see high 50's and maybe even low 60's from Barbarians and possibly Monks. They both have to potential to clear Rifts extremely fast given the right enemy types and they both have great survive-ability. Monks should be the "easiest" to do it with if you're using a Serenity/EP build, it's just going to take a lot of fishing to get the right RG (I think Saxtris might be the only one to make this possible).


    The only problem is going to be getting the keys. If players are able to get high GR Keys easily, i can see the above being possible. With my Barb i can easily clear a 49/50 with 9 - 10 minutes left if i get lucky with RNG. Then it's just a matter of the RG.

    Posted in: Theorycrafting and Analysis
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