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    posted a message on Inarius "Cursed Bones" Melee Build GR90+

    Not sure what your latest build out of this is, but if you are going to run Simplicity's and rely solely on scythe damage rather than proc gems like PE and Mirinae you will gain significant damage by dropping Stone of Jordan and making room for RoRG and Depth Diggers. If you have no elemental damage, and no elite damage than Stone of Jordan is 1.2*1.3*1.09 = 1.7004 or a 70% damage increase. The 100% damage increase for Depth Diggers is stronger. Even if you use the legendary gems I suspect Covention of Elements will be stronger in that slot.

    Posted in: Necromancer
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    posted a message on Very different and fun Inarius build that I created overnight!

    Seems to me that Aura of Frailty is providing you with a fairly static ~17% damage increase having things die after 85% of their HP has been removed, while a corpse fueled poison skill like Corpse Explosion (Close Quarters) or Corpse Lance (Ricochet) would provide a 33% damage increase by adding a 4th stack of Nayr's.

    Posted in: Necromancer
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    posted a message on Help with Manald Heal build (Non archon)

    Bagstone has most of it, but I'd also be looking at swapping Conduit for Deflection on magic weapon assuming you can get resource cost reduction to compensate on the AP side without too much trouble.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Question! Season 6 Gr20 Solo with 4p Delse and prob. yellows build ?

    This is a good question. My pick:


    Get the leoric's crown from story mode skeleton king at level 20 to speed up leveling. Cube it after your first set of bounties at 70. Craft your yellows to get maximum offensive stats and cooldown reduction on every available slot (Shoulder, Weapon, Source, both Rings, Amulet, Gloves). Focus your gold on leveling up diamonds and your early offensive paragon on cooldown reduction.


    Spend blood shards on sources and use DB's to hope of cain on wands.


    If you get triumvirate, unstable scepter, chantodo's set, wand of woh, orb of infinite depth, serpent sparker, etched sigil, mirror ball, or fragment of destiny in the course of doing these you have a build essentially chosen for you.


    If you don't, stack up that CDR and use archon/slow time, audacity, bane of the trapped, and any weapon damage proc gems you can get your hands on (Pain Enhancer, Mirinae, Wreath of Lightning, Efficacious Toxin)


    Buffed Archon and/or DMO4 w/exhaustion will make you super overkill durable for GR20, so its just about doing the damage. Buffed archon and multiplicative stacks should get you there, especially combined with the buffed legendary gems.


    http://ptr.d3planner.com/736153635

    Posted in: Wizard: The Ancient Repositories
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    posted a message on New multiplicative items

    Depends on a lot on how you were running the build before.


    Assuming the following sources of DIBS:


    DMO version

    Magic Weapon (not force weapon rune) - 10%

    3x 15% Spectral Blade Damage Affix - 45%


    Tal Rasha Version

    Magic Weapon (not force weapon) - 10%

    3x 15% Spectral blade Damage Affix - 45%

    Elemental Exposure - 20%


    Previously DMO would have a 215% DIBS boost solo for Spectral Blade and Tal would have a 235% DIBS boost solo for spectral blade assuming 60% in both cases from Simplicity's Strength.


    This is now at 396% boost for DMO and 460% boost for Tals


    Making them multiplicative will increase spectral blade damage by 57% for DMO and 67% for Tal Rasha. The more sources of DIBS in your build (Sparkflint, Glass Cannon, dozens upon dozens of group play buffs) the more pronounced the increase will be.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Chance on teleport with etched sigil and aether

    Benefit, not really. Hilarity, definitely.


    actually Convergence, Diamond Skin (Diamond Shard), Frozen Mist, Calamity/AetherWalker, and a lightning primary skill with TalRasha might be reasonable for speed farming teleporting every second.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Set Dungeons Mastery - Wizard - Builds and Videos

    Thanks for these by the way, very helpful in getting through the 4 wizard's sets. Tal Rasha is definitely the easiest in my book if you have the pieces for it. Firebirds can be very frustrating due to mob health and having to lower your sheet damage to avoid killing them too fast.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Orb of Infinite Depth dmg inc
    Quote from Grgego-next

    not all dmg increases are multiplicative, like magic weapon and taeguk are additives

    They are additive within their category, but multiplicative with int, weapon damage, and set bonuses. Orb of Infinite Depth falls into its own category and is therefor multiplicative with everything, like most new legendary abilities.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firecracker - Speed T10 DB Farm Build

    There are a lot of speed farm builds but they can be summed up with the following build fragments:


    1) Damage - either straight TalRasha6, or TR6/FB4. TR6 builds will normally use arcane orbit/Trium/Unstable, or Chain Reaction/Wand of Woh. TR tends to use Focus/Restraint, Hybrids tend to use Convention/Defensive Ring (Halo or Unity)


    2) Unlimited Teleporting - either Aether Walker + Resource Management or Ingeom


    3) Movement Speed - Scramble, Warzechian, Illusionist


    4) Defense - Goldwrap/Boon or one of Aquilla or OoID and one of Halo of Aryse or Unity


    5) Utility - Sages, or Nemesis Bracers, or Both


    Take some combination of 1 through 4 and as much of 5 as you can fit. Tailor skill loadouts to taste.


    Tradeoffs Between Fragments


    Damage

    Hybrid spends less time killing enemies, because with TR6 if you even graze a mob with your fire spell they burn forever and die within a few seconds. Straight TalRasha can actually fit in utility items like the Sage set.


    Teleporting

    No real tradeoffs here. Aetherwalker requires you to slot in some arcane power management systems, Ingeom does nothing for your offense if you don't run EB as your primary damage source, and requires you to find the first elite before you can infinite teleport, and may fall off while you are collecting loot


    Movement Speed

    Scramble is in anytime you aren't using Halo for defense. Illusionist is always in. Warzechian competes with Nemesis and I basically always take Nemesis especially in Ingeom builds.


    Defense

    Goldwrap/Boon is less reliable than Aquilla/Orb in their respective builds, but it takes the lowest commitment of resources. Defense rings are hit or miss, they are the most reliable but straight TR builds usually need Focus/Restraint to get the damage to the point where everything is exploding on contact while FB4 does that for the hybrid builds with the mild inconvenience of occasionally backtracking to pick up a legendary dropped by a white mob who was burning in your wake.


    As for your particular flavor, I'd strongly recommend dropping FB2 for Deathwatch Mantle and the TR source so you can use an alternate legendary that a TR or sage piece is currently occupying the slot for, like Nilfur's boots, Shame of Delsere, or a nonset source like Orb of Infinite Depth.


    I'd also drop Warzechians for Nemesis Bracers to improve DB yield per run and make Ingeom more reliable at low density.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Set Dungeons Mastery - Wizard - Builds and Videos

    For those interested set dungeons only for the season journey requirement to master one of them, which of the wizard set dungeons would you say is the easiest to master?

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Why my DPS is really bad?
    Quote from TKTankgo-next

    Are you maintaining the correct rotation?


    Do you keep casting EB and Blades till Dynamo 5 stacks to cast your AOrbit?


    Are you staying under your Slow Time bubble all the time?


    Besides that... What was already said, Area Damage and Endless Walk

    Also relevant that Arcane Orbit has a shorter detonation range than either explosive blast or spectral blades, and shorter than the range of most yellows melee, you really have to get in there and hump their hit boxes to make sure the orbit is going off.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on 4p FB with 6p TR ? Why ?

    To expand a little on the mechanical advantage being generated, the interaction of TR6 and FB4 is strong on two fronts. First, the TR6 bonus isn't counted when calculating the infinite DoT threshold and second the infinite DoT's damage is amplified by the 6 piece. Meaning if you have 1,000,000 sheet DPS, you need to deal 90M fire damage to cause a target to burn forever. With 4 stacks of TR6 and 20% fire damage on gear, the first second of disintegrate (convergence) at 1M sheet DPS would deal 98.3M fire damage. The target would then burn forever for 756 million fire damage per second until they die.


    Basically in any reasonable scenario, whichever fire skill you use for TR is going to instantly stack the full infinite firebird DoT which is going to tick twice as hard as a TR molten impact meteor every second until the target dies.


    The build will play like firebirds with some hoop jumping to maintain TR stacks, and its going to evaporate enemies in a way FB6 will simply never do.


    The downside is you will need to jump through even more hoops to attain something resembling toughness.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard buffs in 2.4
    Quote from Sardorongo-next

    Oh ok ty ^^


    Another question is do u think this build is 80 capable ? (without being a hardcore gamer, with 10/13 ancients, level 75+gems, 900+ para ?)

    Because on PTR the top builds on leaderboards use arcane orb with the shield blades and i'd prefer to play the fire one but still be a little competitive

    With a dedicated push this build could get to 80. You won't get there without the paragon, the gem levels, the despair augments, or the ancients. No one will. Triumvirate and Unstable Scepter are better boosters than Wand of Woh and Orb of Infinite Depth so I expect Arcane Orb versions will climb a little higher, but I wouldn't expect the difference to be more than a couple of GRs.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard buffs in 2.4
    Quote from Sardorongo-next

    @disposableheero i don't get why u use a socle on the orb while u can use EB dmg of SB dmg.. (might be an idiot question i'm crap at theorycrafting)

    Just not paying enough attention =). I'd use CDR or Elite damage before EB and SB damage because you're getting 100% skill damage for both those skills from Wand of Woh and Depth Diggers already so the value of these affixes is essentially half what it would normally be.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard buffs in 2.4

    double posted =(

    Posted in: Wizard: The Ancient Repositories
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