Possible Legendary Passives
Well i told some people when i saw that first passive ring about "No cd on explosive blast", well, now it turns out to be like a game of "Alien Hominid" where fastest finger nerves tapping haha...
All these different passives make me think of things I would like to just bring up (whether it is relevant). It is such food for thought.
Onto the Wizards
Energy Twister : I think that the Wizard will have to go back to the Generator skills. I mean, it is good that we're doing "dump" methods but half the current classes dont really go with the "dump" methods. So here's the game changer if they were to really fix this.
I personally like stun builds. I was hopeful but it ended up (as of right now) still just too little, especially if they ever touch attack speeds again. Lightning Blast rune under Electrocute was how I started out because it reminded me of the "Lightning Sorc" (The new one that copies "Souls/Black Souls", I actually fell in love with the right click mouse button killer of the traditional Lightning Nova build, back when D2 Cow levels was mass killed, of course there was later with crazy FCR that you could do Charged Bolts build as well to "mow" down cows)
I mean this is going back to the roots, Frozen Orb build, there's not enough "slowing" I think in this game for ranged to "stall time", especially how this favors "kiting builds", people just presumably go for "Kill on sight", something that only bores people even more as the game gets easier while their "SHEET dps" skyrockets (i'm definitely envious of those high crazy numbers, but the game gets too boring when you simply eliminate/take-down 3 monsters or 5 monsters or even 10 at a time, i like "massive half-a-screen pulls that feature mob density challenges, kind of like the "Crypt runs" even though it gets rather server-heavy and spoil the fluidity of the game but it is fundamentally like the oldest non-patched Cow Levels where you can't even "walk more than a few steps before you see the whole screen full of cows.
Sidetracking to challenge myself as a CM Wizard
What I have been doing as a CM Wizard is to do pulls like 45 to 50%-efficiency as to a WD Pestilence (in which I used to use for Fields of Slaughter way before Mob Density came up to create more impact fun) but at the same time, most people gear in a different way. Not anymore that of the "know your character like in Diablo 2 where you would time your FULL Rejuv potion at correct use (like at 5% HP), kinda in way like the "Health spike" but not that, basically you know your character well enough, not just by DPS numbers, but everything else, it is very hard to explain what this means if you never played the more-well-rounded sense of a game.
Aside from freezing things and taking almost no damage or health spiking via Lifesteal, with the newly increased damage on each class, the conclusion will come to that the HP of Monsters will definitely be much higher. However, I really hope that the game evolves into, games like boss fights or whatever, "the longer you take, the harder it gets", like you take more damage as you take "too long", I mean, if DPS and skills become this strong or even stronger, for example, dealing more damage is just less time to get hurt, then this game has nothing to become of "well-roundedness". it's almost like I think the challenge of Rakanoth or A4 keywarden's fighting strategies are quite challenging, even Izual progressively was difficult, I think that's what makes the game fun, rather than "time-wasting creature types like Occultists and Ghostly Phantoms", I think it is important that we take into account what "Armor"/"Defense" in which some CM's have started to run but they end up with 2.9k to 3k armor and still do fine, when it doesnt meet most of people's "optimal mitigation values" perspective, it occurs to me that people become rather contradictory, more and more so.
Back to the topic, Temporal Flux + Star Pact or Arcane Hydras was pretty cool, if you guys remember the methods of doing Diablo 2 Viper Temple or Tombs, where you would need to open the door to access each room (more or less)...
Slowing attacks create more ways to pack punches rather than freezing and repositioning. "Efficiency also comes down to how compact the elite pack has spawned, Like Blazing Guardians, they were not just awfully too powerful their fireballs and burning effect, they were also a hassle to deal with if they spread out like in all directions.
The method as a sorceress was like Spam 3 meteors at the door, let the burning on the ground begins, cast glacial spikes towards the door while using Telekenesis to open the door and then if the creature types were capable of being frozen in place that your meteor and burning damage (like Conflagaration does for D3), I mean, I would love to see more of these kinds of situations, it makes it fun for people to think-up more AOE builds around slowing and stunning, not necessarily freezing, and of course utilizing "chokepoints" (which is then environmental, that we used to try to stick to a wall so that molten damage won't be as painful because when the elite pack runs around you over and over, the molten damage used to "stack" or "further drain" your health like as if you had no resistance to fire at all.
Chokepoints as a form of generating more "impact DPS" even for low-end gear
I know that this sounds like being stuck in the past but I think that the game style of chokepoints and using the environment strategically is just like Ghom Inferno 1.0.3 where there were Kiting Wizards that have to use practically the entire Ghom room before taking him down, until we saw the Tank DH build, stuff like that just makes it interesting and we learn builds through these kinds of challenges, I'm not saying that the game should be full of time-wasting gameplay but I believe that it will ultimately obligates us to change builds depending on scenario. I miss "static" and it came down to people who were "lazy to static the waves in Throne room". Static and radius come on, use some of the properties that we have "Pickup Radius".
- 10/24/2013 6:22:17 PM Posted in: Wizard: The Ancient Repositories
10/23/2013 8:56:36 AM
12% MS is weaker for dealing with frozen/arcane affix especially when you're not using Teleport at any point of your skill bar.Posted in: Wizard: The Ancient Repositories
Also sidestepping (Diagonally against the beam(s)' direction = less to minimal damage taken via 24% MS
And 24% makes it easier to walk away from Frozen Patches if it ever comes down to adverse situations that "somehow they do in-between frost patches" even though you've clearly froze them.
1) Double Int Witching Hour
2) 2 open socket AR Pants (like the rest said)
3) Your left rare ring shows a lack of +vit even though it is not a primary focus from the use of the ring.
EDIT #2: Just for reference --- listing your ring's name and stats
(+) +80 vit
(+) 51 Light Res
(+) 7 IAS
(+) 43 CHD
(+) 199 Life Regen
(+) 5.5 CHC
EDIT (for clarification to #3): Some people don't understand my #3. Some players have the same current HP as a Paragon 90+ or even as a 100 is also based on the fact that you have a ViT GEM in Helm. So for that, if they ever level a new Wizard for Overall Account purpose, then their HP for their new Wiz with the same gear is "turned-to-dust". As a low Paragon, it is quite clear to have 38 to 40k HP without VIT GEM in helm. On the other hand for any ultra low budget like 10 to 20M, would be 33 to 35k HP with 500 res after int, and preferably 3800+ armor, which is not too difficult to achieve.
I'm a stickler for good Armor Defense Rating
10/16/2013 3:52:56 AM
Jaetch: ".... Illusionist and Force Armor enough to let you spam Teleport and Mirror Image"Posted in: Wizard: The Ancient Repositories
I've always fancied the Mocking Demise rune, however its shifting can either cause trouble or save oneself.
As far as this goes, I believe truly in Life Regeneration, I was a big fan of that, I remember Week 4 I played Witch Doctor with 2.4k Life Regen AND 9.3k Thorns while using a Passive (that I will mention therebelow) and I cannot wait to see how we can gear Life Regeneration (I really dont mind having an entirely different emphasis in gear, as I believe that when one uses a Passive, it should be a "Gear-oriented motivation".
What do I mean by that?
i) It's like "One with Everything"
ii) It's like "Vengeance"
iii) It's like "Critical Mass", we take into account as much as we can, the critical hit chance (chc), gradually increasing it to better our "CM rotational skills".
iv) Fierce Loyalty ... (Audience goes: What is this?) This is one of the listed Witch Doctor skills that we end up rather abandoning because "Life Regeneration and Thorns" turns out to be among two of four statlines/properties "put off to the bottom of the pile", that "seemingly" or "rather in actuality" affecting our gear to be "Sheet-DPS oriented" (aka "It's all about the numbers, unbuffed or buffed).
Here's what I like about where this video or the direction in which OP Jaetch is taking us, I await for more awesome shows regarding this build.
10/16/2013 3:32:08 AM
Dear Awesome Jaetch,Posted in: Wizard: The Ancient Repositories
I remember making my wizard wear a rare chest that went all the way to 800 total armor defense with 1 open socket, as well as 1 rare amulet that had an open socket. Both of these sockets, I used a star or higher green gem at the time, to boost my dodge chance % all the way to 33.4%.
My oldest theory that I put into either Critical Hit Chance theories, or Block Chance, or even Dodge Chance (as your video and caption mentioned about Dodge as being vital. I always told my friends or suggested about the total chance of "1 in 5 (20%), 1 in 4 (25%), 1 in 3 (33.5% to 35%), 1 in 2 (50%) for virtually any class... of course one could always end up between 39.5 to 45% and still do just fine comparing to actually hitting exactly 50%.
Anyhow, I really enjoy your emphasis on dodge for Wizard as I did use Dodge Chance as one build long time ago, like a 50k HP with 33.4% dodge chance, of course I never went into such detail of SKILLS, I thoroughly enjoy your awesome creativity and guidance every time I see your name.
We will definitely soon see this in action more and more. I have always loved dodge chance as an "extra pool" when I had used Crystal Shell, not only was I already spamming that ability, I am mitigating with the dodge chance, almost doubling its effect (not that the math sounded anything correct) but it just made my wizard seemed awesome especially for Stonefort and Fields of Slaughter at the time.
Let's keep our Wizard strength going! Cheers!
US WiZ (PL 90) CM
Dexterity: 675 (23.5% chance)
+471 Resistance to All Elements
Armor Rating: 4030 (with Enchantress' Armor Buff, and AFTER Glass Cannon activated)
DPS (with GC): 279790
I, too have an emphasis on having close to 25% dodge chance.
10/7/2013 6:15:25 AM
Posted in: Wizard: The Ancient RepositoriesQuote from RicochetYesterady i tested what you told me about the scoundrel and it worked really well
From now on, i'm going to farm materials for crafting bracers and gloves, when i'll get some more gold i'll go search AH for rings.
What stats should i search for rings? CC = ??% int = ?? vit= ?? attack speed = ??%
Thanks again for the help
A delicate balance of everything helps but you're at the point where you either kill them first or they kill you in one hit more or less i mean yes, archon mode first button helps take out most of what is needed when u're near them.... but hey you need more HP than 32k get it up to 40k and you'll start flying through much better.
0 HP = 0 DPS
I would say get yourself some Movement Speed strongarms + bt pants + ice climbers (obviously not MS), these 3 current items on you (for your current gear) dont give you any points of movement speed.
Once you have more movement speed, you can chain better and keep up your Archon as you "mow them down" :)
10/5/2013 9:29:49 PM
Posted in: Monk: The Inner SanctuaryQuote from pylorihSo what are People playing for Monks these days?
Before I stopped playing there was a 1H monk weapon that was mandatory basically for them.
Now I saw at the top an odd build with a 100dps weapon which doesn't make any sense.
Anyone here able to catch me up quick?
OP, you might be seeing some people who simply play "Support Monk" role. Or another temp build is that, they are just simply pulling mobs together until they are satisfied.
Support Monk is basically the role of staying alive and providing "boost of DPS" via having Guiding Light passive and some healing skills in the bar, cyclone strike as well to pull them in.
The only common mistake is to over-do the cyclone strike on "Fire Chain affix" and killing especially the Wizard or WD.
10/4/2013 1:48:44 PM
Skorn build is more of a Render for Mob Density.Posted in: Barbarian: Bastion's Keep
Frenzy "locks" you up to do a second swing, or multiple swing, when you're really wanting to "run" if you happen to over-engage in a critical time.
1) Bash Punish or Instigation
2) Change Unforgiving to Brawler
3) Your Star Emerald can be upgraded more.
4) Your strongarms is one thing I would switch out.
Move that AR from Unity to your Bracers slot.
5) Your Unity can either go IAS version or 32%+ CHD.
6) Once you have a better bracers, then you can change your Rare Ring as well. Your rare ring is holding down half and half offensive and defensive, you got to decide, if you want to advance DPS, your rare ring is another spot to get that done, since you already started crafting Amulet, so we wont touch that for now.
7) Attack Speed Bonus on gloves slot.
8) Your Boots has MS but lacking base +Vit. Oh well this will be VERY Expensive but something to NOTE.
9) Your Non-crit Mempo with PU Radius, I'm not sure what you're achieving with the PU Radius even though I can understand how annoying playing with just simply default PU Radius but it does also affect equip Not that important right now, that's why this is #9 even though Critical Hit Chance is very nice for running Overpower skill.
10/4/2013 1:34:16 PM
The updated mix builds better consistency (The Ruby was also updated, so your "Average Damage" will be increased, it was done to enable the mentality that Emerald in Weapon is not the LONE choice)Posted in: Demon Hunter: The Dreadlands
Of course, unless you're going on hard-hitting to better your Life Return from your Crit Damage numbers, back when people played Loaded for Bear, and stuff to snipe things down (Yet... I still remembered how many people die to the animation teleport of a single Phasebeast, before it even finish its swing, and 1-shot dead, this is just without activating Shadow Power or Smokescreen due to "lag" or whatever excuse. Mine was at least 2-shotted unless it's an Elite Pack Phasebeast)
10/4/2013 1:25:56 PM
GEAR BONUSESPosted in: Wizard: The Ancient Repositories
Critical Hit Chance Increased by 40.5%
Critical Hit Damage Increased by 277%
Attack Speed Increased by 44%
+427 Vitality (with 1 +42-vit gem).... Total current HP: 35.1k (after a 14% Life Gem) and being Paragon 43
This bolded, underlined, and in red tells you that you will need to work on this also on top of "other possible defensive stats".
I'm not saying to stack Vitality like crazy but Life% works along with good foundation of +Vitality. They go hand-in-hand.
Resistance is also next up on the list. Of course, Archon works with +Armor at certain points. +Armor is always nice for any class, and most classes run with at least 1 or 2 +Armor slots.
To give you a better idea, your current Vile Ward (232int/85vit/....) is the most satisfactory of what a "proper Defensive slot" looks like, in comparison to almost every other piece of your gear.
You have so many Life% everywhere but you forget about your base +Vitality.
Another point to make is, "imagine you were not Paragon Level 43 right now", what will your HP be?
I hope we can help you, without giving you a headache over increasing DPS even though that's what is also important.
Then again, ZERO HP = ZERO DPS (no matter how much you deal)
10/4/2013 1:11:16 PM
1) On your Manticore (unless you're playing "one-shot high crit numbers") you should change 1 gem to Radiant Star Ruby.Posted in: Demon Hunter: The Dreadlands
My own way of improvement is when you should try to maximize your base +Vitality on slots that you want +vit on.
1) Shoulders: 200+ dex / no less than 62-vit / etc...
2) Inna's Pants: Yours is nice with that +vit, but now you want more offensiveness as well.
>>> 162+ dex / 62+ vit / 9% IAS / 420+ default armor defense
3) Nat's Boots: 224+ dex / 62+ vit / 76+ AR / 5 or 6% Melee Dmg Reduction
4) At some point, you'd probably craft your Dex Bracers, so this is why I want you to improve your base +Vitality in the other defensive slots so you don't feel pressured like this to leave your current bracers "locked up".
5) Your amulet is pressured at max crit hit chance, I mean this is great if you balance the other statlines/properties as well.
6) Witching Hour, stat-wise you're pretty decent except for your "39% CHD" can go much much more.
7) Your Quiver, that thorns is taking away the more crucial stats, like more Dex
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