Grind to win! Loving it.
I could still see some tweaks being made to the drop rates, especially balancing where the drops come from.
- 3/10/2014 5:55:39 PM Posted in: Diablo III General Discussion
3/10/2014 8:39:33 AM
Torment levels at level 60 and 70 are completely different ballgames. I have not seen anyone on the Beta running T6 without somehow exploiting or playing the game in an unintended manner (gear swapping, snapshotting gear, exploiting mechanics for skills, exploiting bugged skills and/or items, exploiting areas not meant to be farmed and therefore farmed an abnormal amount of gear to then exploit to run at higher difficulties, etc.).Posted in: Diablo III General Discussion
Yes, I did and will miss life steal, but that stat has to go. The design goal is to stop facetanking and having HP spike up and down with little player influence other than standing still and smashing targets. Some people like that, but no, that's not going to be the case.
I can currently do T5 without LS with relative ease (elites die between 5-20 seconds depending on affixes) and I absolutely do not expect to do T5 come RoS at level 70. And I absolutely do not expect anyone to efficiently farm T5-6 when RoS comes out. Not in the first day, week or month. If someone does, then something's wrong with the difficulty settings. It should be an end-game target: to efficiently farm the highest difficulty settings. What the heck is the point of progression if you jump directly to the highest difficulties right from the start?
3/10/2014 7:56:35 AM
So... ever since Patch 2.0,1 launched, I've been getting questions left and right from all over the place asking me what I thought about XYZ and how I felt about ABC, so here's a video of me basically saying I'm enjoying my time and having a lot of fun, etc. etc. etc.
I probably should've put this in the wizard forum, but eh. You don't have to watch this if you don't care. Totally fine with me!
I am running the new 4-piece Tal Rasha set in there on T6, just a FYI for those interested. Yes, with a life steal weapon. No, I don't care if you think that's not viable. I know exactly what it's like at level 70 without LS in RoS. I think 3+ months playing the Beta is enough. I will use my LS sword now, damnit.
3/10/2014 7:22:31 AM
Posted in: Diablo III General DiscussionQuote from Bagstone
*Puts on tinfoil hat* do MVPs get +1000% magic find or what???
Congratz, Jaetch. I don't know if anyone on EU Dfans has even one of the sets completed... but both? That's insane.
Are they real upgrades though? (I don't have a single Tal's item so no idea, and rarely see them drop at all.)
The Tal set seems quite solid in smashing waves of mobs. I cleared T6 with a life steal weapon quite easily (I do turn on Archon against elites; melt them between 5-20 seconds depending on affixes), even if my sheet DPS gets halved from my legacy gear (over 400K unbuffed to over 200K unbuffed).
Blackthorne's is kinda gimmicky. Mine didn't roll too well to begin with and it's not like Plague, Molten and Desecrator are my biggest concerns for elite affixes anyway. Immunity to Vortex, however, OOOH, I'll take that... where is this power that doesn't exist...
3/10/2014 1:59:11 AM
I just unlocked the 4-piece Tal Rasha and 4-piece Blackthorne set bonuses in the same game.Posted in: Diablo III General Discussion
Within minutes of each other. First the BT boots drop... port to another zone, Tal helm drops.
3/7/2014 6:08:12 AM
I was soooo tempted to sell throw a billion of my gold onto the RMAH.Posted in: Diablo III General Discussion
But I won't. I don't want to be pushed to manually farm gold in RoS. At least not for a very long time.
3/7/2014 5:06:16 AM
Posted in: Wizard: The Ancient Repositories
If it's simply for the gameplay, there's no argument at all. It's play how you feel like playing. It's important to play a build where you can have fun.Quote from deleo
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.
This is the issue. If you want to be effective, you don't want spenders competing with each other for resources because you end up having one skill at some point doing absolutely nothing and taking up space on your active skill bar. Sure, you can chuck Meteors toward one corner of your screen and focus Heat Wave on enemies within melee range, but you can easily solve the latter's issue by using Teleport as an offensive tool to close the distance between you and enemies. Heat Wave also benefits from being instantaneous damage whereas Meteor Shower requires a waiting period and also has less reliable focused damage compared to Heat Wave. You can, however, focus on Meteor Shower entirely to rain it down over and over. You can also focus entirely on Heat Wave and spam it nonstop (with less cost, it's also easier to maintain). But using both requires alternating attacks, which means when you're using Heat Wave, Meteor Shower is a wasted skill with no purpose. When you're using Meteor Shower, Heat Wave is a wasted skill with no purpose.Quote from deleo
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.
Skill 1: Fire Bolts - This skill is used as a generator in combination with Prodigy. It fuels resources so you can cast more spenders (I can argue Flame Blades would be a better choice because consecutive casts consistently improve the damage of all your fire skills).
Skill 2: Teleport - This skill is used for mobility, either as an escape tool or as an offensive tool to close gaps between targets.
Skill 3: Familiar - This skill is used to buff all damage sources; self-explanatory
Skill 4: Meteor Shower - This skill is a spender designed to carry out most of the killing.
Skill 5: Heat Wave - This skill is also a spender designed to... carry out... most of the killing?
Skill 6: Power of the Storm - This skill is used for resource maintenance (though I can argue that it's kind of pointless considering you're running Prodigy with a signature spell that happens to proc APoC very well if you can hit 3+ targets simultaneously).
The philosophy behind any build should be that all selections have a purpose. Think of builds as music compositions. Each note in an orchestral piece has a purpose. Nothing goes to waste.
If this Heat Wave build replaced Meteor Shower with another spender in the name of Energy Twister - Gale Force, now it has a completely different look. Yes, while you cast Gale Force, you will not be able to cast Heat Wave, but that's fine. With Gale Force twisters covering the screen, all subsequent casts of Heat Wave and Fire Bolts will deal more damage to enemies. Now Gale Force has a purpose and so does Heat Wave. However, in this build with Meteor Shower, what do you do after you cast it? Either cast it again and let Heat Wave go unused or cast Heat Wave and let Meteor Shower go unused.
P.S. Regarding the "Most classes often run with 2 spenders that compete for resources," that's not usually the most optimal way unless something "broke" the game mechanics. It's usually one spender that deals the greatest portion of damage in the build and one skill that acts as supplementary damage.
SNS can be an example. Wicked Wind is a spender, but in the build it's designed as the resource generator so it assumes the role of a "signature spell." Explosive Blast is supposed to be a supplementary damage source, but with the aid of Critical Mass, it becomes the spender that deals most of the damage. Diamond Shards and Shocking Aspect become the supplementary damage sources.
A classic Sleet Storm build is another example. Sleet Storm is the spender and the primary damage dealer. The supplementary damage source comes in the form of Explosive Blast.
You can even argue that the old perma-Archon build acted the same way. Disintegration Wave acts as the "spender" (yes, I know it doesn't cost resources) and it's the primary damage dealer. Arcane Blast (key 1) is supplementary damage.
3/7/2014 4:05:25 AM
I ask many people this and I will ask you, as well.Posted in: Wizard: The Ancient Repositories
The question is what is the point in using two spenders of the same element?
Wave of Force, at least in Patch 2.0 going forward, is considered a spender. Meteor is also a spender. When you're casting WoF, you cannot simultaneously cast Meteor. Same vice versa. They both eat up an attack turn.
If, for instance, the spenders are ET - Gale Force and Heat Wave, I can understand because Gale Force amplifies all fire damage. You can throw down a few ETs and let Heat Wave deal more damage while enemies are bathed in the flame.
If, for instance, the spenders are Arcane Torrent and WoF - Arcane Attunement, I can understand because Arcane Attunement buffs the damage of your next Arcane spell. Same concept.
Take the lightning version of WoF I use in one of my lightning-oriented builds.
In that example, the spender is WoF - Static Pulse. Static Pulse, however, also amplifies all lightning damage, so using Hydra as a supplementary damage source is feasible. If, however, I decide to use Meteor - Lightning Bind in place of Hydra and convert Static Pulse into supplementary damage that buffs the main spender (Meteor), that makes sense as well. I would then stop spamming Static Pulse as the spender and use it only every four seconds to boost the damage output of Meteor. There's a combo in place and we milk it to get the best results during combat.
However, in the build you listed, neither Heat Wave nor Meteor Shower do anything to benefit each other. There is no synergy. Instead, they compete with each other for attention. Focus on one spender or the other.
3/6/2014 4:59:29 AM
The skill bonuses stack with each other additively, according to what a developer told me.Posted in: Diablo III General Discussion
For instance, if you have an amulet that says "Fire skills deal 15% more damage" and a pair of bracers that says "Fire skills deal 12% more damage," then all your fire skills deal 27% more damage.
This does not mean your Molten Impact Meteor deals 1648% + 27% = 1675% weapon damage. It means if it hits for 1,000,000 damage on impact without fire bonuses, then it will hit for 1,270,000 damage with the bonuses. Basically, it will deal 1.27x its normal damage. This applies the same way for specific skill bonuses, like "Arcane Torrent deals X% more damage."
Different bonuses from different categories of items and properties stack in different ways. Experience bonuses stack differently than cooldown reduction bonuses which stack differently than specific skill bonuses or elite bonuses or Magic Find bonuses, etc. Right now it seems like the Hellfire Ring experience bonus stacks additively on top of whatever base EXP bonus you have in-game, but I don't know much else on that topic.
3/6/2014 2:56:19 AM
Posted in: Wizard: The Ancient Repositories
Not sure where you are getting this from, but it procs. It is the complete opposite. Cascade is fantastic against single targets solely because of the massive damage from the extra missile.Quote from Luzzifus
Obviously vs. single targets Disruption is stronger because Cascade won't proc.
- To post a comment, please login or register a new account.