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    posted a message on Common Debris Farming - 2000/Hr (Video)
    Still think alcarnus is faster tho, plus even more bonus pools! :p
    Posted in: Diablo III General Discussion
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    posted a message on Bubble Stunlock Wizard Build - Gesture of Orpheus (Video)
    How are you ever gonna kill anything on higher torments with this build?

    The arguement about viable CC specs pre 2.0 in the form of CMWW is void. CMWW was not just a CC build, you dealt insane damage with literally zero gear requirement aside of some attackspeed and crit to make the build function. The effective dps you did with that build was off the charts. You'd become a crazy killing wind-up toy. If CMWW would only CC, i doubt any wizard would care that much for it.

    In your build, post 2.0 ApoC, 4-5 hardcasted orbs and you're out of arcanepower. Cooldown reduction has zero effect on the damage of arcane orb so you wasted a gemslot, primary stat roll on several items and a passive just to be able to CC mobs wheras you could get virtually the same effect on white mobs with frostburns. There, i just invented a CC 'build' and it only takes a different legendary.

    And really...illusionist works really well with that build? That makes no sense. You make a 'stun lock' build based on cooldown reduction and take illusionist? If you need illusionist because mobs keep hitting you for 15%+ of your hp, does that not imply that mobs are not actually stun locked? It would make more sense to go full derps and nuke the hell out of mobs cause theyre stunned anyway. Energy tap on energy armor, glass cannon, cold blooded/astral presence, evocation. Pew Pew. That or lose the cooldown reduction, take illusionist and spam crit/critdamage/resource cost reduction so your orb stops tickling.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What's more important, damage or toughness??
    @deleo
    Toughness is going to give you a higher chance to survive a hit from one of those guys over pure mitigation.
    Then you understand why i linked that, seeing i was trying to say what youre saying now. It was only because jaetch compared having 1m to having 2m toughness that i linked that.

    I do agree with jaetch on the point that i also would rather focus on damage reduction than a big healthpool to further increase my toughness as a wizard. I would however avoid giving up too much toughness in order to get higher damage reduction for the reason you stated Speaker.

    Toughness is a good indicator of your survivability but says little about how easy you can get your health back. Higher damage reduction makes recharging your 'battery' from life regen and life on hit faster and easier but does not boost the amount of health you get back from potions, healthglobes and % life selfhealing like f.ex. demon hunters, crusaders, witchdoctors and barbarians have on some passives and skills. There really isnt a magical goldenrule that works the best for all classes on every occasion.




    Edit: I was mixing EHP and Toughness up in my head. In actuality you want a higher EHP, since toughness includes dodge. But still, EHP is more important than pure damage reduction, imo. For a wizard this isn't too big a deal since I don't think you will be equipping gear with dexterity on it.

    You can't really mix them up as they are the same thing. On the long run dodge is also a part of your EHP. Like you said, for wizards it's of no concern as dodge is already so low, but for monks and demonhunters dodge is (alltho it's not liked much) a big part of your EHP. The reason why dodge is frowned upon is because it has an element of chance, or risk, not because it isnt a part of your EHP.




    You only need enough toughness to survive bursts of damage, after that having more hp just makes every healing resource less potent.

    I dont completely agree with that because, first of all, surviving a burst with 5% health left is not a good spot to be in. What would be a good spot you reckon? You also need to survive the second possible burst, third burst maybe even a fourth. Instead of getting healing, which seem to be lower than pre 2.0, why not increase your healthpool and heal from potions and health globes? It's a valid alternative.

    Second, raw health also increases healing received from previous stated methods. Seeing how poor life on hit is at 60, for me personnaly, it's liferegen and shielding for wizards that benefit from damage mitigation versus healthglobes and potions that benefit from raw health. Playstyle might make alot of difference in how you gear the most efficient. For monks and wizards I do tend to lean towards damage reduction as it synergises with their healing, shields and diamondskin etc. For demon hunters and barbarians i would rather up my healthpool to benefit from the built-in selfhealing.

    People tend to focus on either one or the other stat in these arguements. But why would you go all out on resistance when every percentage of resistance increases the relative value of vitality and the other way around? I do think that a somewhat balanced approach would work best in the end.


    Appreciate ALL the valuable feedback, definitely opened my eyes to some things I was unaware of or disregarded as inefficient. Still need to wrap my head around the EHP thing and I see that there are numerous topics discussing it. In the end though, it doesn't appear that patch 2.x has changed the display of DPS vs Survivability too much other than the way it's visualized and breaking out some stats on the detail page.. Please correct me if I am misguided.
    It's not something you can decide purely on numbers. The more damage you do, the faster you will spawn healthglobes and the faster monsters die that do you damage in return. The reason people got away with no EHP and alot of damage was because of the way lifesteal worked. Since life on hit only scales with attackspeed now (and that is nerfed to the ground) you do not have damage as a valid way of regaining health other than spawning healthglobes faster and getting life on kill bonusses. So the focus should be in having enough toughness to survive the time it takes you to kill stuff. So keep stacking damage till your health gets stressed, that should be the signal to start gearing toughness. Once you feel comfortable, just stack damage again.If you feel you just slowly get drained from health, your healing is too low or you need to switch some vit for resistance cause your healthpool is too big to maintain. It's not that hard really :P
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What's more important, damage or toughness??
    I'll take 95% damage reduction and 1 million toughness over 80% damage reduction and 2 million toughness any day.



    Any day! :p
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Guartanteed Legendary from Diablo...worth resetting quests now?
    It's exactly the same, only the location of the legendary changed.
    Posted in: Diablo III General Discussion
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    posted a message on RE: The famous Heat Wave Wizard
    Try casting heatwave on mobs on the other side of the screen and i guess you understand why meteor shower and heatwave can work in one build, they have varied purposes. Don't think anyone would disagree thats its hardly optimal AP spending, but thoughtpatterns shouldnt all be purely about resource efficiency but also gameplay choices.

    Most classes often run around with 2 spenders that compete for resources, difference being in the efficiency at killing specified elites/trash/bosses. The only comment that could be made is that it would be better to dump meteor shower cause both heatwave and meteorshower are AOE orientated, getting another meteor rune to spam on elites would still work just fine, alltho it wouldnt be fire unless you want CD on it or run with an unruned version.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on ROS and PTR Closing Tonight
    IIRC vaneras mentioned the maintenance tomorrow being hardware replacements on KK's stream
    Posted in: Diablo III General Discussion
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    posted a message on Guess the name of the new difficuly in RoS
    Torment looks like a new name for a merged nightmare/hell, seeing alot are if im right nightmare achievements.

    Tho, id figure they need to implement a new difficulty to facilitate the new levelcap. Inferno being the endgame for vanilla players and a leveling zone for 60-70. Doubt its a challenge for a level 70 if a 60 can do it. My guess is that youd still end up with a minimum of 4.

    normal 1-40, torment(?) (40-60), inferno (60, 60-70), SUPERSERIUSINFERNO(70).
    That, or they change inferno to hell, and buff infernos levelranges. Or they kept hell and named the new difficulty torment and switched achievements to the hardest difficulty. God knows what theyre doing over there. But i guess nightmare is atleast getting the boot. Good riddance!
    Posted in: Diablo III General Discussion
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    posted a message on Hello all!
    Quote from Jaetch

    EVERYONE SAY HELLO TO THE ONE TRUE WIZARD MVP

    No seriously, he's the official wizard MVP on the official forum. Drools.

    Green. Green. Green. Green. Green. Green. Green. Green. Green. Green.

    Usually people are drooling for your attention on these forums.
    What is going on here!

    Also, Hello there Pie.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Considering datamined wizard changes
    Im curious how wave of force works, seems like they removed the cooldown from the baseline skill and put it on a knock back variant rune. So if you can actually cast this reasonably fast one after another we might be seeing back a variation of the d2 lightning nova sorc :P

    That, blackhole and explosive blast and that passive that increase damage for enemies near you might be an interesting combo aswell then. That is, if your arcane power can manage that spamming
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Ultimate Random Chat Thread [URT] v4
    That is a fact.
    Posted in: Off-Topic
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    posted a message on Ultimate Random Chat Thread [URT] v4
    Edit: Don't get me wrong, I still play the shit out of the game hehe

    But i never see you when im on. LIAR
    Posted in: Off-Topic
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    posted a message on Is the zombie bear skill messed up again ?
    dunno why you dislike it, i always push myself against a wall or corner when i can to increase my dps on elites :P
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on [Witch Doctor] Gear and spec progression through torments - atm solo Torment IV
    Dont see it mentioned in this guide, but could add a note to the behaviour or zombie bears. Placing yourself in a corner or against a wall will affect the route your bears take.

    ie; If youre in a corner with 2 walls left and right (from your characters pov) from where you fire your bears, they will move in a straight line rather than in 3ish lanes like they normally do. This pretty much destroys most (melee) elites incredibly fast.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Ultimate Random Chat Thread [URT] v4
    Quote from Slayerviper

    Quote from Tralari

    Quote from KilltroX

    Also, sounds like your parents didn't like it when you played outside as a kid :P

    I guess you could say that. :P

    Wasn't your name something else a while back on here..? I don't remember it being KilltroX with that avatar.
    Jaundice Bunny or something like that

    No, it was Dolan. get your facts straight pls.
    Posted in: Off-Topic
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