I don't know if the Visage is actually an upgrade for you - Wizards get very strong helms. I can't see your old helm in your profile any more, but IIRC it was basically a 3 mod helm with a primary Int roll, 4.5% crit, a mediocre armor mod, and secondary stats / irrelevant resists for the other mods. That's certainly usable, but it wasn't that much better than a 190/6% crit blue helm. It should not be difficult to find an upgrade over that, especially since you aren't using a helm with a socket - the socket drives the price through the roof.
Your weapon is very strong, I would not worry about replacing it at all.
- 8/13/2012 4:47:16 AM Posted in: Wizard: The Ancient Repositories
8/12/2012 3:46:26 PM
I think your helm and your source are the easiest places to upgrade. I think you're paying a lot on your source for the AP on crit that you benefit very little from (it does nothing in Archon form), and it's otherwise pretty modest damage and crit, with no Int roll. Your helm is not that much better than a blue Int + Crit helm, and you can certainly do better there.Posted in: Wizard: The Ancient Repositories
In addition I think your belt and shoulder aren't anything to get excited about, but it'll be hard to replace those while maintaining the high int without spending a big chunk of money.
8/11/2012 5:36:27 PM
Locking in the hit at the beginning of a melee animation allows their animators to put in longer, cooler attack animations without wrecking the game play. Without something like it, any sort of longer attack animation can simply be walked out of, which does horrible things to game play.Posted in: Diablo III General Discussion
That said, there should be a range on the melee hits even with the lock-in, so that they can be dodged with skills like Vault and Teleport. While being able to walk out of a melee hit due to really sensitive hit detection leads to poor game play, being unable to Vault out of a melee hit - and taking the hit when 20 yards away - is frustrating and doesn't really add to game play, and should be fixed.
8/11/2012 4:10:33 PM
The damage cap from Force Armor is applied *after* everything else. You don't get to reduce all damage down to a couple percentage points of your max health just by using Force Armor.Posted in: Wizard: The Ancient Repositories
8/11/2012 4:08:33 PM
I wouldn't want to make use of Illusionist in hardcore - it's an immensely powerful, high risk / high reward passive that just doesn't mesh with the demands of hardcore. You're a tank Wizard, by necessity, and Illusionist isn't for tank Wizards.Posted in: Wizard: The Ancient Repositories
Just stack your heath / armor / resists higher so that you don't feel the risk from those elites.
8/5/2012 7:36:19 AM
That you didn't have much trouble with Act 2 in that gear is a good sign - your gear is pretty weak for act 2. It's actually on the weak side of what I'd expect to get on a million gold budget. It's probably possible to make it through act 3 with that gear set, but it would be a slog.Posted in: Wizard: The Ancient Repositories
One thing that jumps out at me is that your EHP is a bit low even considering that you're using Force Armor. A lot of attacks in act 3 will blast right through your Force Armor and deal more than 35% of your health in damage. You'll want to get a bit more in the way of resists, armor, or health to make up the difference.
After that, while building up defense is still nice, you'll want to really focus on getting your damage up. Your weapon and source are incredibly weak and you should be able to find massive upgrades on a million gold per piece budget. Your rings and amulet are similarly great places to upgrade your damage. None of your armor pieces jump out at me as substantially better or worse than any other, so you're more or less free to upgrade whatever you like - there should be tons of upgrades in every slot for less than half a million.
Whether you want to upgrade everything at a quarter million a piece to maximize your power at that budget, or concentrate it into a few pieces for longer term value, is entirely up to you and what you feel like doing in the meantime.
8/4/2012 3:30:58 AM
Lightning hits surprisingly hard. Try to stand back a bit from the lightning elites so you don't get hit by nearly as many projectiles - max range of Arcane Blast is ideal.Posted in: Wizard: The Ancient Repositories
8/3/2012 2:37:19 AM
The actual gameplay of Diablo 3 is phenomenal, some of the best out there, and they should be congratulated for that.Posted in: Diablo III General Discussion
The itemization and auction house are ridiculously bad.
Since so much of the replay of the game is in the item hunt, having terrible, very linear itemization is ridiculously bad. While they wanted players to be able to branch out their 'build' in their item selection, the item balance is so poor and linear that 'branching out' doesn't even become remotely relevant until you're in the 100 million + range, and even then it's limited to a few mods.
The auction house, and particularly the RMAH, exacerbated these problems - they made decent items very accessible, but also made most drops very worthless very quickly (which is terrible in an item hunt game). The RMAH was too direct, and quite a few people lost interest in the game very quickly when they hit a wall, spent money on the RMAH just to advance a little further, then promptly hit another wall.
Throw a big gear nerf into the mix and you have the recipe for the really bad reaction we saw - the underlying game play might be good, but if the item part of the game is a massive frustration instead of lots of fun, no one wants to play.
8/3/2012 12:13:08 AM
Most items are bad because there are many more items than characters.Posted in: Theorycrafting and Analysis
Let's look at a simple example. For simplicity, pretend that you never look at the auction house. You've finally hit level 60, reached Inferno, and found your first level 60+ weapon, which is better than whatever you had before and you equip it.
5 minutes later, you find another level 60+ weapon. What are the odds that this is an upgrade for you? 50/50. Half the time it's better, half the time it will be worse, not accounting for anything else.
5 minutes after that, another weapon! But is this one an upgrade? Well, it would have to be better than either of the previous weapons you have found, which it has only a 1 in 3 chance of being.
The next weapon? 1 in 4.
It keeps going like this, with the odds of any drop being an upgrade for you being proportional to 1/T, where T is the time you've been playing. This is totally without regard to the randomization algorithm or how items are generated or anything of the sorts - once you're no longer improving your drop tables, your upgrade frequency is going to drop as you keep playing, until you essentially stop finding upgrades at all.
Now take the auction house into account. What this does is redistribute items between players. Assume, for example, that there are a million players with a level 60 on the auction house. That would mean that, roughly, only the million best weapons ever found are worth much at all, with the price of weapons right on the edge of that million being exceptionally low since they're so similar to items that just miss the cut. Then add in that this is going to suffer from the same 1/T relationship as the solo play example - we're 10 weeks into the game so far, and after another 10 weeks the number of weapons found will have doubled, which means half the weapons that currently exist will have dropped from 'marginal' to 'crap'.
What does that mean for your own drops? It means the usefulness of your own drops, from the perspective of the auction house, does not depend on how long you have played, but how long *everyone* has played. The more everyone plays, access to high quality gear increases, while an increasing number of items on the edge slip from useful to trash.
This has nothing whatsoever to do with the randomization method, or even how item mods are generated; it's just the nature of picking out the best items from a random pool with a constant generator algorithm. There's nothing whatsoever Blizzard can do about this; it's baked into the game.
8/2/2012 11:24:01 PM
There are a couple things you can do. The easiest is to take advantage of the fact that pricing items is hard, and buying up high value, under-priced items to re-sell at closer to their real price. You can do this at all sorts of price ranges - I'll find pieces worth 1-2 million when searching for 50k pieces on occasion, and you can make a lot of money quickly if you can identify items offered for 10 million that are really worth 50 million (it's really difficult to distinguish a lot of items in the 25-100 million range, so unless you have a big bankroll and really know a particular market well, be careful there).Posted in: Diablo III General Discussion
The other is an arbitrage loop between the cash and gold auction houses. There are some items that will sell better for dollars, and some items that will sell better for gold. This has tightened up somewhat, but for a while I was able to sell certain types of items for close to $5 per million, while buying other types of items for only $1.50 per million. If you can find something like that you can milk a lot of profit out of it before it dries up.
There are also some tricks you can play with socketed items and gems. The most obvious one is with magic find / gold find helms, where people who don't know better will neglect to socket their help and you can collect a big premium for doing it for them. The same principle applies to other items as well, however, and you can make big chunks of money by buying items without gems, or with the wrong gems in them, and selling them with a better gem set - for example, I've tripled the value of a dex/vit chest by pulling out the amethysts and putting in emeralds.
In any case, you need to be very familiar with the market for the type of item you are buying and selling, as you'll make more money off of the more marginal cases (2x mark-up on resale) than on the home runs (10x mark-up).
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