Optionally, if the enemies are relatively weak you can pop Diamond Skin and try to kill them only while it's up (though Hydras can be dangerous once Diamond Skin wears off).
This is simple, the increases attack speed increases the overall atack speed, and it can be on any item, while other stat can be on weapons only.
Obviously incorrect here, because plenty of legendary items say they can roll either mod. Goldwrap is just one example.
@brx: Either way it should increase my character's overall APS value, but Increases Attack Speed does not. I've tried putting on two items (Boj Angles and Goldwrap) that total about 20% Increases Attack Speed and burning out my AP with no noticeable difference in speed, so I don't think it's just a lying character sheet either.
Bottom Line: Watch out when buying items like this on the AH.
Attack Speed Increased by 8-9%
Increases Attack Speed by 8-9%
I thought this was just an odd bug, but it turns out that the belt in question actually can spawn with either of those mods. What's more—and here's what's frustrating—the 'Increases Attack Speed' modifier doesn't seem to do anything at all. When I put it on, it doesn't change my APS in my details panel, nor does it seem to make any difference in the rate at which I drain my AP (though this is admittedly hard to test).
Anyone else noticed this? A bug? Is there a reason why there are two mods?
+16-20% Extra Gold
+16-20% Magic Find Regenerates 281-410 Life per Second
One of 5 Magic Properties (varies)
+90-104 Maximum Mana
+10-12 Maximum Arcane Power
Increases Spirit Regeneration by 1.00-2.17 per Second
+7-8 Maximum Discipline
+10-12 Maximum Fury
+2 Random Magical Properties
A perfect one that also rolls another + Life Regen property could theoretically give us over 1000 HP regen / sec from this item alone. Not to mention a potential AP boost (1 : 5 shot), no Vitality, and potentially another good random mod (like up to +200 INT).
Good luck people.
EDIT: Ouroboros could be very good too, but it has life on hit rather than flat regen.
Now that we have basically full list of legendary items (with their guaranteed mods, but not specific stats), we may be able to try to take a look through it for viable items. For example:
Magefist (Legendary Gloves)
Required Level 16
Experience, Intelligence, Attack Speed, Health Regeneration, +2 Random Mods
Those seem just about perfect. I assume it's also possible to roll + Health Regeneration or + INT mods for the random mods as well (crafting worked this way in D2, and would stack with the default mod), which would allow us to get some exceptionally high values.
Another:
Wizardspike (Legendary Dagger)
Required Level 60
Arcane Power on Hit, Intelligence, Attack Speed, Max Arcane Power, Arcane Damage, +1 Random Mod
Force Armor will definitely work on poison damage, though I assume you're both talking about DoT (which poison inherently is not).
DoT becomes a good question. Poison was the greatest weakness of Energy Shield back in D2 for the same reasons. Obviously there are a lot of specific interactions here that we don't fully understand yet. DoT could be affected by Force Armor, reducing the damage total before dividing it into ticks, in which case we can basically ignore it completely. More likely, I feel like it probably won't affect it because no single tick deals greater than 35% of your health in damage. In this case, DoT will become a weakness of this build, and we'll have to find ways to work around it. In D2, Energy Shield sorceresses were able to completely ignore Fire / Lit / Cold resistance, but tended to stack Poison resistance because it ignored Energy Shield. We're going to have to see what the primary DoT dealers are and compensate accordingly.
That being said, I still believe that this build will be superior overall to a high VIT wizard once you reach Inferno.
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Just thought I would share this.
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Optionally, if the enemies are relatively weak you can pop Diamond Skin and try to kill them only while it's up (though Hydras can be dangerous once Diamond Skin wears off).
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I do, of course. It indicates no change in APS or damage. I was just doing further testing to see if the character sheet was lying.
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Obviously incorrect here, because plenty of legendary items say they can roll either mod. Goldwrap is just one example.
@brx: Either way it should increase my character's overall APS value, but Increases Attack Speed does not. I've tried putting on two items (Boj Angles and Goldwrap) that total about 20% Increases Attack Speed and burning out my AP with no noticeable difference in speed, so I don't think it's just a lying character sheet either.
Bottom Line: Watch out when buying items like this on the AH.
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http://us.battle.net/d3/en/item/goldwrap
I thought this was just an odd bug, but it turns out that the belt in question actually can spawn with either of those mods. What's more—and here's what's frustrating—the 'Increases Attack Speed' modifier doesn't seem to do anything at all. When I put it on, it doesn't change my APS in my details panel, nor does it seem to make any difference in the rate at which I drain my AP (though this is admittedly hard to test).
Anyone else noticed this? A bug? Is there a reason why there are two mods?
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Explosive Blast I'll agree with.
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My bad. I just don't know how to read.
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Level 38, Act 2 Nightmare. One more level til Volatility. Prism helps channeling so much.
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Dunno how Zera is having so much trouble, I rolled through Act 1 pretty easy in Nightmare. I'm in act 2 right now (just killed Maghda).
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Q4E.
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http://us.battle.net...ephirian-amulet
+16-20% Extra Gold
+16-20% Magic Find
Regenerates 281-410 Life per Second
One of 5 Magic Properties (varies)
+90-104 Maximum Mana
+10-12 Maximum Arcane Power
Increases Spirit Regeneration by 1.00-2.17 per Second
+7-8 Maximum Discipline
+10-12 Maximum Fury
+2 Random Magical Properties
A perfect one that also rolls another + Life Regen property could theoretically give us over 1000 HP regen / sec from this item alone. Not to mention a potential AP boost (1 : 5 shot), no Vitality, and potentially another good random mod (like up to +200 INT).
Good luck people.
EDIT: Ouroboros could be very good too, but it has life on hit rather than flat regen.
0
On Mac OS X. Anyone know why this is happening?
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Now that we have basically full list of legendary items (with their guaranteed mods, but not specific stats), we may be able to try to take a look through it for viable items. For example:
Magefist (Legendary Gloves)
Required Level 16
Experience, Intelligence, Attack Speed, Health Regeneration, +2 Random Mods
Those seem just about perfect. I assume it's also possible to roll + Health Regeneration or + INT mods for the random mods as well (crafting worked this way in D2, and would stack with the default mod), which would allow us to get some exceptionally high values.
Another:
Wizardspike (Legendary Dagger)
Required Level 60
Arcane Power on Hit, Intelligence, Attack Speed, Max Arcane Power, Arcane Damage, +1 Random Mod
0
DoT becomes a good question. Poison was the greatest weakness of Energy Shield back in D2 for the same reasons. Obviously there are a lot of specific interactions here that we don't fully understand yet. DoT could be affected by Force Armor, reducing the damage total before dividing it into ticks, in which case we can basically ignore it completely. More likely, I feel like it probably won't affect it because no single tick deals greater than 35% of your health in damage. In this case, DoT will become a weakness of this build, and we'll have to find ways to work around it. In D2, Energy Shield sorceresses were able to completely ignore Fire / Lit / Cold resistance, but tended to stack Poison resistance because it ignored Energy Shield. We're going to have to see what the primary DoT dealers are and compensate accordingly.
That being said, I still believe that this build will be superior overall to a high VIT wizard once you reach Inferno.