73, and likely to climb with the right monster types/rift map etc.Quote from MeatHeadMikhail»
Would be funny to see Alk vs. Quin for Barb. Alk has been #1 barb since seasons started AFAIK. Sader, well no one plays sader this patch. Wiz EU is like 72 I think.
- Rogoth01
- Registered User
-
Member for 11 years, 1 month, and 21 days
Last active Sat, Jan, 13 2018 01:59:26
- 0 Followers
- 139 Total Posts
- 14 Thanks
-
Sep 29, 2015Rogoth01 posted a message on Fan Made Necromancer, Quin's Ranking Clears, Double Generator Monk BuildsPosted in: News
-
Aug 7, 2015Rogoth01 posted a message on PTR Updated Patch NotesPosted in: News
Because 5 level GR higher likely means that the power level of a specific set is waaaaay above the rest. And from a guy who used Firebird's for 6 months because it was the only "viable" set, I'm happy they're at least trying to keep some build/item diversity by balancing them. I sincerely doubt this change along is enough to completely break an entire playstyle, but if it does (100%, math proven) then giving them feedback is the best way to have it changed before the patch goes live.
Balanced sets = build diversity. If not for everyone, at least for most players. Major imbalances (like 5-10 GR levels) will sway everyone in favor of a certain set. Then 80% of your playerbase is not "choosing" their specs, but rather going with the FotM.
100% balance will likely never be possible, since even a 5-10% disparity will lead to people choosing sides, but at the very least people who choose a certain path don't need to feel overly gimped (and this is the key factor) because of their choice.
as i said, i'm not disagreeing with the principle of being somewhat balanced across the board, but this change is nonsensical, and my slightly sarcastic point was that some Korean guy had managed to, with some major work to get the combo working, get a much higher GR tier than most, but because he did that doesn't mean all will, furthermore, barbs are currently rocking 70+ solo with the changes being made, wizards are stuck mid 60's AT BEST so tell me again that this is a good change.
-
Aug 7, 2015Rogoth01 posted a message on PTR Updated Patch NotesPosted in: News
From the few reports I've seen, it looks like Vyrs was gonna be the only viable set and infinitely more powerful than the others (even at crappy rolls) due to these "secondary items". I'm not sure if that's true or not (haven't personally tested it), but if that was the case I'm definitely in favor of the nerf. I'm not a big fan of a single set grealy outperforming the others at the lower gear level.
i can tell you now, vyr-archon was not the only viable end game setup, del'rasha is more than a match for it in terms of overall power output however not playing vyr-archon on season is just a stupid idea with the belt being available, but with the change being made it is a pointless exercise now.
also, is this not further proof that blizzard are balancing around leaderboards when they have categorically stated that they DON'T do that, why is it that everything that is changed on the wizard class done so with the mindset that "oh look some random guy on PTR did a GR level 5 higher than any other class, must nerf it now to stop it from happening", one or 2 players from a thousand is not reason enough to essentially remove an entire build/gear setup at higher tiers of play, not even close, i'm all for fair play across the board, but this is yet another example of blizzard knee jerking yet another nerf that is OTT, this isn't balanced, if you think it is then sorry but you are deluded, on PTR my season wizard has full ancient gear with extremely well rolled stats (almost max of all stats possible on every slot) and i am struggling now to make T10 farming possible with vyr-archon, nevermind clearing 55-60+ GR tiers.
-
Aug 6, 2015Rogoth01 posted a message on PTR Updated Patch NotesPosted in: News
after running around 20 greater rifts and countless normal rifts as well as torment 10 bounties i can say that the nerf on the seasonal belt has left wizards extremely weak, not only that but it makes the "buff" on audacity an absolute farcical change as you are no longer able to stay in melee range of anything (which in D3 15 yards is essentially melee range), so yeah, with the nerfs across the board to CC, and the above nerf to the seasonal belt, you can kiss goodbye to any decent high tier play as archon anymore, takes far too long to ramp stacks up, and even if you do by some miracle manage to get a decent stack count (85+) you are gonna struggle to make use of it anymore.
gotta hand it to the dev team, incompetent numpties when it comes to the wizard class, although i will say one thing, they are at least consistent with their inability to properly adjust the wizard class, so they have that going for them.
-
Jul 20, 2015Rogoth01 posted a message on Diablo 2.3 PTR Patch 1 - Datamined InfoPosted in: News
unless you play wizard, in which case it is bottom of the pile all time erry time because apparently wizards were OP back in classic or some bullshit like that.
-
Jun 25, 2015Rogoth01 posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
so basically i can have lets say ring of royal grandeur legendary power trasnferred to my "focus" ring, and that means now i am locked out of "jewellery" as an option and cannot use any further legendary powers on a jewellery item, and for weapons, i either use it on my main hand weapon, or off hand, not both, and armour i must select carefully because if i use say the attack speed bonus of a pair of TnT's on my glove slot, i am unable then to add any further legendary powers to any of my other items (unless i unequip that previous item and add a new power to a new item in the item pool)?
-
Jun 25, 2015Rogoth01 posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
the thing that really needs to be clarified is this 1/1/1 limit, is it simply you can only have 1 legendary power active on a ring/amulet slot, or can i have 1 power on all 3 of these slots, is it slot restricted or simply 1 power per item in that slot, like in the quotes above it says "want a second immunity on an amulet, go do it" does this mean i could have say a mara's and then infuse it with a star of azkaranth, and then i'm locked out from using anything on my rings, or can i use this power setup, then put one on each of my rings, similarly does the same thing go for main armour slot items, can i equip say a legendary power on all my armour slot items, just i am limited to 1 power on each item only, or is it 1 power regardless of slot type, so i have to choose if i want it on my chest say, or boots, but not both, and will it work for all weapon slots as in can i get a power on my main hand weapon, and then have one also on my wizard source, or do i have to pick one slot and be done with it? soo many things to clarify, so little time!
-
Jun 6, 2015Rogoth01 posted a message on Favorite Play Your Way Build, UE vs Natalya's ComparisonPosted in: News
and will be boosting avoid when he eventually gets a perma ban because of THud like a number of users did in the recent past?
-
May 10, 2013Rogoth01 posted a message on Diablo 3 is Second Best Game This Quarter, No ETA on AH Availability in the US, Exact Changes to Drop Rates, Game Guide is UpdatPosted in: NewsQuote from lMarcusl
Without the AH, 90% of the game is down.
What are people going to do now, grind for garbage gear?
Sometimes, the idiocy of certain members of the playerbase leaves me speechless. This is not the case. If AH is the reason some people are playing the game, then they can fuck off and die of boredom for all I care. I thought games were played for fun, not for spending 90% of the time sitting in some menu obtaining virtual items without going through the fun of earning them. It's one of those (many) days when I wish the AH wasn't in existence at all. That way people like this wouldn't pollute the community and the forums with crap like this.
all i'm reading in this response is "if people don't play the game like i do, they suck and should all be shot for making "MY" game sub standard", newsflash, thousands of people play diablo not only for the gameplay of melting demon faces, but to also play the AH to get the best gear they can afford, for as little gold investment as possible, i think the term would be "mini game", just because you don't personally like it, doesn't mean others don't, stop being such a whiny waste of space, with no concept of other players, if everybody was like you, the game would have died a long time ago. - To post a comment, please login or register a new account.
0
not really, since you still need GG rolled items, so if you find the perfect rolled mara's kaleidascope, there is no way in hell you will cube it over a trash version and keep the GG version.
1
so essentially barb is back to the same fucked up state it was in classic for team play whereby there is no team play with barb, unless you run 4 barbs all with the same build/gear setup, good to know, as to the OP it is most likely they are tagging monsters so when you go through killing they get the XP for it, and are just too lazy to do the leg work to kill elites.
0
as i commented on the youtube video, hydra will be a mainstay of any archon based build after the revamp, due to how AS affects hydra now and just how ridiculous you can get the AS bonus since they made it a baseline set bonus instead of the belt exclusive, with the belt being changed to how it is currently, i can see it being used in the cube, find a GG swami and use RORG in the cube, in order to have both effects active and being able to use something like witching hour or string of ears for even more attack/defense as needs be.
1
no, and no, the item is consumed and you either loose the item, or you get a brand new version of the item without any enchantments of any sort.
0
with the CC changes incoming, it is a pointless exercise, as the freeze "stun" effect doesn't last long enough to proc rimeheart, as to your question @yppahh:
melee tals build:
primary: electrocute - arc lightning
blizzard - frozen solid
hydra - mammoth hydra
ice armour - crystallize
teleport - calamity
magic weapon - force weapon
passives: elemental exposure/blur/arcane dynamo/unstable anomaly (can swap blur for illusionist if you prefer).
using halo of arlyse with dual unity and synergy with ancient parthan defenders as your damage mitigation.
1
greater rifts still need their damage scaled down radically before this can go live with the CC changes that have been implemented, i am full ancient geared on my wiz with extremely well rolled items in all slots, and i was struggling in a 54 grift (4 player) with the damage they were doing without any real forms of CC, nevermind melee characters who can't take more than a couple of hits at that level from more than a couple of monsters at a time, still a crap ton of changes need to be made before Grifts are even remotely viable, because with T7-10 being added, there is almost no need outside of levelling gems to run Grifts anymore, so without some alterations, they will completely invalidate the biggest feature they added back in 2.1 within 2 patch cycles.
0
this can never happen due to the fact that items don't have an elemental damage type (outside of legendary items), so they would have to make 6 different versions of the same weapon for EVERY weapon in the game, and that's never gonna happen, not only will it clog up the transmog UI with useless icons, it will make so much work for the devs to add these glowing elemental effects to every single weapon transmog, it will mean taking time away from other projects which are a much higher priority.
0
that's all well and good, but this build is only going to be viable until 2.3 goes live, due to the huge nerf to CC skills across all characters, so in the long term, nilfurs>primus
0
long story short, your gear set is likely antiquated by todays standards, and is likely not anything remotely viable for the current "end game" setups, the most powerful set currently for wizards is tals, no question, firebirds is ok for T6 farming and nothing else really, still viable for really low level GR's (looking 25-35) but no higher without ancient items, as for what you should do in regards to gear, just stick to what you have and farm T6 rifts, gear up slowly with decently rolled ancient tals items as and when you find them, even non ancients on some slots are fine (like chest/helm etc), and wait for 2.3 before making a serious change because with the introduction of kanai's cube, things will be changing again and the revamp to vyr's set is also going to change some things, but that's just my advice.
1
bolded the important part, the original poster doesn't mean that paragon points directly increase these in game stats (although gold find it does very marginally), he/she meant that over the course of a gameplay session, you will find more magic items/gain more gold from kills/gain more xp per hour based on your kill speed with a higher paragon level than another player 100+ levels below you on average, which is entirely true and one of the biggest issues with the game right now from a gameplay perspective, player power is far far too wide of a chasm now in relation to those that have the means to farm daily Grifts 45-50 speed running wearing xp gain gear, relative to those who have not got this option, and as a result of this huge discrepancy a large portion of the playerbase that push for solo ranks have given up playing the game due to the inequality that exists between those that have managed to get stupidly high paragon levels and those of us who are still in the "above average but nowhere near relevant enough to matter" range (i'm talking those who are 1200+ compared to my ~760 or so).
0
any source of damage procs the meteors from the 2p tals bonus, so the familiar projectile will proc arcane meteor, as with lightning rods from storm armour proccing the lightning meteor, what they don't proc is the 4/6p bonuses, these bonuses require direct damage spells of that particular school of magic, no DoT/passive damage effects, that's why the skill rotation for tals is really clunky as a set design, and is something i pointed out numerous times during PTR from the getgo, it is also the main reason why frozen mist on frost nova and calamity on teleport was changed to count as "direct damage" and therefore procs both 4 and 6 piece tals bonus, the reason you probably didn't see it working this way is because the meteor proc effect was on cooldown at the time you actually looked for a familiar projectile impact, easiest way to test it is just to have storm armour up, no skills on your bar that can deal damage for the lightning school and watch the meteor fall, familiar projectiles are a bit harder but you can see them proc it fairly easily when it is the first hit from anything arcane based.
small thing to note mechanically, the 2p meteor shower set bonus is archaic in the way it works, it has not changed since it was introduced back in RoS pre patch of feb last year when they revamped all they classic sets from D3 to D3:RoS, the only changes are made to item interactions with this set bonus, for example until very recently, thunderfury proc damage effect was able to trigger the lightning meteor, and some other skill effects could proc other meteors, which is what was used back at RoS release for the end game build of tals/vyr archon quad elements, using thunderfury for lightning/familiar for fire/frozen storm on ice armour for cold/archon for arcane, but with the philosophy of "procs not proccing procs" (such a wierd phrase but accurate lol), it is no longer possible to maintain that build setup.
0
there are a good number of different variants for tals, there is the up close and personal melee tals setup which utilises sparker/TnT's/halo of arlyse/double unity/ancient parthan defenders and mainly focuses on being surrounded by enemies to proc the frost nova from halo, but also the dmg reduction from APD's and uses electrocute - arc lightning as a major source of damage along with hydra and buffed meteor procs.
then you have the variant that uses star pact and is used mainly for high tier group play where thinsg don't die too fast which i mentioned in my previous comment, you still use sparker/TnT's/focus/restraint and electrocute - surge of power, but your main source of damage is with meteor - star pact which as i mentioned replaces teleport as you have no room in the build for it.
another variant is the aether walker stun lock build, which i am currently running at the moment, it uses the same synergy with the stun effect from teleport - calamity, and ancient parthan defenders, because this build has 0 defensive skills at all, so you are relying purely on the dmg mitigation from APD's, now, there is some variation to this build, as linked reiko used the build to get his 61 solo clear, however he used lightning armour - storm armour for the RCR effect, my good friend Steveofdoom who was first in EU to get 60 solo uses familiar - arcanot for the regen instead of the storm armour RCR effect, and i have found the passive regen works better than the RCR effect overall, since the regen value is higher than the RCR value, so over a fixed period you can regen more AP to spend than you can if you use storm armour, but it is very marginal and comes down to personal preference, the issue with storm armour is it also procs lightning meteors from tals 2 set, and you have no way to avoid it, whereas with familiar, you can at least somewhat control the proc of the arcane meteor before the familiar projectile hits your target which would otherwise proc the arcane meteor.
overall it comes down to play style, and personal preference, the melee tals setup feels the closest to the former "CM" build as you are likely gonna get, the ranged tals setup is kind of a good all round setup, uses exactly the same setup as star pact tals, but instead of star pact, you run teleport - calamity and play at max range, AW tals is an extremely hard play style to learn, as it requires you to avoid killing elites almost exclusively, and focus entirely on trash monsters, with an emphasis on swarming yourself as much as possible, in the same way melee tals works, but with a much higher cost if you get it wrong as you have no "oh shit" mechanics that could save you (no force armour for example).
as for the question, APD's legendary power effect lasts as long as the stun effect from whatever you have stunned, which is why AW tals requires so much RCR/regen because you are forced to keep stuff stunned as much as is humanely possible by repeatedly using teleport for the stun effect more so than for the tals buff/meteor proc effect, while that is also an important part of the skills use, the main feature is the stun. Furthermore, the difference between a 9% pair of APD's and a 12% pair of APD's is astounding, not even joking something that might kill you with a 9% pair could be avoided with a 12% pair it is that big of a gap in terms of raw defensive power so even they aren't ancients, you will loose dps, and some vit but a 12% is always better than anything else.
0
few things you should look to alter in order to make your progression curve a little smoother, your build is very clunky and could use some tweaking, using a diamond in helm when your only cooldown based skill is blackhole is kind of a waste, also with having such a low amount of vit you cannot afford to use glass cannon, the damage boost is not worth the loss of all the defensive power, also not using teleport is a very bad idea for solo play in party play there is a build that doesn't run teleport but that is for 65+ group rifts where stuff isn't getting killed in 1-2 hits etc so not having it isn't too big of an issue, but for solo it is needed as an escape mechanism, if nothing else it also provides a very flexible way to achieve tals 4/6p bonus with the calamity rune, and allows you some extra CC potential with the short duration stun coupled with the stun effect on zei's and the "stun" from blizzard.
with regard to your templar, the "BiS" setup for his gear has changed slightly with this latest patch, you want to find a eun-jang-do dagger with cooldown reduction/socket and roll the base damage from cold to lightning, use the "new" wyrdward as that adds yet another stun effect and form of cc, you want attack speed and CDR on this along with either a socket if you want main stat (gem a ruby) or crit chance whichever you prefer, shield remains the same as does unity/ess of johann/relic.
i'm not sure if you are playing your own way or working towards a "cookie cutter" setup but keep up the good work, it is interesting to see how others approach the wizard class and how they feel it plays now since the changes that were made.
0
as mentioned it comes down to personal preference on how you game, but there are a good many features on PC you will miss out on with a console version, and while there are a small number of console specific features not present on PC they have little to no impact on the overall enjoyment of the game for PC gamers, as in us pc gamers don't feel we are missing out on anything by not playing a console version.
0
here's a video of my latest run in with the fabled infernal bovine of sanctuary, hope you enjoy the video, leave a comment if you liked it, i appreciate the feedback.
https://www.youtube.com/watch?v=I-2CP1hn1M0