The paragon atm is just a "dumping points" system, it really should be turned into a talent/skill tree system that involves choices to be made so each character felt more unique.
They could go overboard and do it like poe or less complex like d2 or even super simple like wow talents, but we need choices and more character customization.
Unfortunately the way i see it the necro will be interesting for a couple weeks until we all discover that he only does endgame with a few blizzard selected builds/sets that are the most op and we are left with a preset class instead of a class built and customized by the player.
- TianZi
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Kallizk posted a message on Q&A @ Blizzcon - Paragon systemPosted in: Diablo III General Discussion -
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TurkNukem posted a message on Not Flame but....the Diablo stuff isn't over yet @ Blizzcon2016Posted in: Diablo III General Discussionpeople who thinks necro announcement which will arrive 10 months from now is a big one , have lost their minds, or just love this game no matter they throw at us...
the biggest problem with this game is, it takes 2 weeks for 80% of the players to quit seasons after its start date...
we lose nterest playing because no1 has complete 3 months to spare to compete and farm paragons etc....Its just plain boring...
i am an competitive player but thinking the whole 3 months season competions is impossible...This lead people to belive that more time spent=success
no skill etc included....
solution is to bring mini session season with rewards ... for example
2 hour hardcore session or weekend long softcore season or 1 week softcore season...so the servers keep resetting and u keep restart playing the game and accumulate points accourding to your ranking... And use the points towards in game items such as wigs banners sigils etc...
thats it problem solved....
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I'm pretty new to Wizard myself (it's the 4th class i made this season, with like a little over 30 hours played on it), but one thing I've noticed about every class is that you need to gear to where you're comfortable surviving so you can actually go pull larger packs of mobs to AoE down. The only time going full offense is worth it is if you're fishing for good rifts for leaderboard rank.
Things like 6% elite damage on the offhand is a pretty weak roll, might as well just grab more vit or something if you're having survival issues. Not sure hydra rolls are really worth having either when not using SS or taskers. Also probably not worth taking glass cannon if you have survival issues.
I'm playing WAY over defensive myself since i'm new to the class and learning. However, I did notice Wizards have very high damage output and AoE capability, so sacrificing DPS for survival isn't too bad as long as you're not aiming for leaderboard ranks. I had vitality roll on every item aside from my rings and weapon, wore unity, 1 defense gem, blur+illusion for defense, using a delrasha spec variant for slow time, only had 3 ancient items and still had the DPS to clear lv50 after taking nearly 7 minutes to kill Bloodmaw.
As for gems you want trapped for sure. You can use like whatever for the other 2.
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So now there's major eDPS issues in both PvE AND PvP.
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^ Decided to just record a quick video of my Monk in "Glass Cannon" gear.
Spent half the time running around since 25k HP and 180 AR is a little low for MP10, and my CotA clear times are still decent compared to what DH are capable of.
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I've uploaded a new video demonstrating my new build that I use for these AC2 runs. I've found the new build to be slightly faster. After a few runs getting the hang of it, I also feel that the build is also easier to play as well:
Basically it kills packs faster AND gets to packs faster than the original build I used.
Results in higher exp/hour, like 170m+ exp/hour in the video.
Edit (3/26/2013):
The new "easy" method to do AC2 runs, even in not as good gear.
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Original Post:
Quick video of my Monk farming at rates over 150m exp/hour by killing Stygian Crawlers on MP10. Most individual runs range from 130m to 170m exp/hour (depending on the number of grouped up Stygian Crawlers), resulting in an average of around 150m exp/hour in my gear.
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The build is different from my [Demonic Essence] farming build/video, because the Stygian Crawlers are not always in the 20 yard radius of [Mantra on Conviction]. So instead of [MoC] I take [MoH] for additional spirit regeneration, and compensate the damage loss by using [Wall of Light]. Problem with [WoL - Empowered Eave] is the knock back flings scorpions all over the place (if you can't 1-shot them), then you waste time chasing them down.
In addition, [FoT - Thunderclap] was more useful then [FoT - Quickening] because positioning to drop [WoL] was more important then extra spirit. When running between packs there is already enough time to regenerate spirit from passive spirit regeneration.