you can use Delsere or TR for a 2000% dmg boost to EB. and that 20% seems to be another multiplier. so a 2400% multiplier with this and the set alone. Obviously it's interesting (and to me always was) to mix in arcane orbit, especially with the recent buffs and complementary items. But also this needs to be tested... we always need to Keep in mind that we have only 13 + 3 item Slots and 6 active skills
the damage reduction however is really needed. so we can mess around with either F/R rings or maybe even convention/unity for more toughness (oviously halo in cube and APD either cube or maybe the new shield bracers, too when fitting in some shield skills / passives). Oh well this is already getting to deep into it. but yes, i think this is great not only for EB/Woh builds in general but also for EB being one of the main damage dealers in some specific setup.
0
all you actually do is complaining. The solution seems obvious still just making suggestions like you guys do just wont cut it and it would be even worse than it is now. It's like that over and over again...
on topic:
you can actually make any build work, the problem is indeed t hat you oftentimes are pigeonholed into using certain skills when using sets. LON is not really the solution but at least gives an option.
main problem is that you compare your builds to the meta build or to the superior build you've used before.
Actually don't give up on an idea so fast is all that I can say from my experience... you can make alot of things work that you wouldnt excpet even with the currently available items.
If you just compare a random skill setup with a meta build then yeah it's obvious.
0
obviously 50% dmg reduction just doubles your toughness (cuts hits in half 100 is 50 with 50% dmg reduction, 100 is 25 with 2x 50% dmg reduction, etc)
And when will people understand that this is NOT diminishing returns. It's a flat "double your toughness" for every item/set of 50% reduction that you'll equip. diminishing returns would be if the 2nd piece of 50% dmg reduction would actually give less than the previous one, which is not the case.
APDs however working completely different from that and YES you are completely immune to dmg when 9 mobs are stunned around you (12% apds). you could argue that you get "reverse diminishing returns" for every mob stunned. as awkward as it sounds but each enemy stunned decreases the same amount of dmg as the previous one, that's not how the usual dmg mitigation in diablo works. but for APDs this applies.
same example (with 10% apds):
100 is 90 with 1 mob stunned, 100 is 80 with 2 mobs stunned, etc, ... 100 is 0 with 10 mobs stunned
So actually you get MORE value out of APDs for each enemy stunned, right up to being immune to dmg.
it's strange that it's like that in the game since years and still regarding your replies it seems like it's not well known...
0
so, guys... We're talking defense here...
Did some testing and Tal 4 Piece doesnt seem to snapshot your defensive stats as well.
I would wonder if it works with APDs. I mean after all the Aether Walker build is kinda ok (but fishy... ) but that would be completely broken in some cases to be honest. If you enter Archon wiht 8 mobs stunned you're immune to dmg for your entire Archon duration? I doubt that (APDs %reduction stacks like that, so you need 8-9 mobs stunned for complete immunity to damage with a perfect 12% affix)
0
pretty sure it won't work like that. At least not for orb of infinite depths. I'm kinda invinsible the first 6-7 seconds in archon and afterwards I just lose the 60% dmg reduction buff (not only on charscreen but also noticable when fighting mobs)
Have no idea though, if it works with Vyr Stacks, Tal 4 Piece and Parthan Defenders,... it could be.
0
you should also keep in mind that the MH hydra wiz is competely not set in stone yet. Things like Energy Armor for example are not mandatory at all. For example you could go stretch time or time warp of the slow time runes, which doubles when coupled with archon (20% ias or 30% increased additive dmg) and is a very useful survival tool as well expecially for ranged attacks. Just an example.
Should never judge too early. It's almost certain that the first iteration of the 4man push grp won't be the same as at the end of the season.
however you're right about the targeting of the hydra wiz. So most likely the dh will pull ahead in common just because it's much easier to play and depends less on RNG.
0
hydra wiz is pretty much a joke outside of 4player as a boss killer. dunno why people still consider and recommend that. I mean go play it on live and test yourself. It's not working in killing density ;P
Still for 2 player it would be zdps monk + wd or wiz.
But yeah it's also pretty strong to go for 2 dps that can survive on their own like already suggested.
0
Cheers mate.
0
The amount of random whispers/questions/friend-invites you get when being #1 on a leaderboard compared to #50 is ridiculous
What i'm refering to is more like the fact that top leaderboard clears are more or less never set in stone, Blizzard done somewhat a decent job in bringing the performance of various sets closer to each other in their highest clears, so make them more competetive with each other. There is still much room for improvement and many flaws (e.g. playing wiz almost exclusively, I know that it's impossible to work your way around Archon nowadays...)
Still there are many ways in changing/optimizing a so called "best build"
0
in those test IMO the hydra wiz wasnt optimized for max RG dmg as well. So as Bagstone said we cannot predict like anything right now.
What I think you're right is, that probably what fits in best with the FB WD will be used.
But in the end people will just copy the rank1 spot like they do every season. Like brainless chickens and then complain in forums that there is only 1 choice. But well I should get over this fact. It's just the way it is...
1
tbh any zodiac variations of MH Vyr'Rasha builds are inferior to CoE.
so it shouldnt even be listed here. I mean the end of the S9 has showed this not only in groups but also solo. zodiac is only good for speedrifting and speedgrifting (and even not so much, cus you should use in-geom effectively there)
Wiz even came pretty close to Gen Monks this season. I hope OP is right and we get 2-3 classes that perform close to equal, so that there will be some variations in group play. It's sad enough, that WD AoE Clear aka Firebat is fixed the 4th season in a row.
0
you can play a full frost wizard if that is what you desire there is nothing stopping you.
if you wanna play a pretty good build I doubt that some "blue frost gems" magically would change your mentioned fictional build into something awesome
0
in fact you're right. what i was thinking?
I mean my statement was just so that it is clear how much of an influence certain stats would make in the decision making whether to equip a primal item or use a "better" rolled ancient...
overall i would be fine with it, just that it won't happen
0
But CDR is a very very important stat for some builds (!!). I have tested so many builds with CDR and some are just lacking a few points here and there to make a build work or completely fail. If you target CDR for constant uptimes or especially for rotations it's a far too important stat.
It would make primals just mandatory and not only nice to have in certain slots (like gloves, rings, shoulders,...) Imagine you can drop obsidian ring of the zodiac for something like unity, coe, ring of royal grandeur, just because you got those few extra CDR points... way too powerful in my opinion.
certain builds in the past would have not worked if the max CDR roll would be 7%. Just sayin... it would overall make a huge difference if they would do primals with higher CDR values.
4
Exact the first thing I thought.
Same was when they announced Caldesanns...
It's about the grind yeah, but it's Diablo.
I rather search for a primal ancient item than mindlessly farming paragon.
But lets be honest it only diminishes the gap between 24/7 players and players (like me) who are efficiently playing between ~3-8 hours a day.
Players with less playtime or determination will still suffer from this. It's why I can understand the mostly negative feedback.
But in the long run it's a minor improvement to the game, especially if you're mainly playing NS.
0
I never run Sage sets, but I can only confirm here, that running T13 is a waste most of the time.
So if you're lacking DBs it's totally viable to give Sage builds a try.
There are some classes that are really fast on T13 but if your clear time compared to T11 is only ~20% slower it's already not worth it, which is frankly for almost all of us
And remember 1 griftlvl is close to 20% more monster hp. So since the difference between torment levels is equal to 5 griftlvls it's double the HP you have to fight...
for wizards I prefer T11 with avarice band instead of manald heal. it's super fast and paralysis for example sometimes wont proc for some seconds, so that's a total waste of time too, IMO.