Looking at the other stuff, it looks like they are removing the stack dependency, so as long as SW is active, you get a flat 50% DR.
- P4_ItemPassive_Unique_Ring_044 Your damage taken is reduced by [{VALUE1}*100]%
for each stack ofwhile Sweeping Windyou haveis active.
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Hence the "looking for ways". As it currently stands, the build is totally gimped by the change.
I'm sure they can find a way to compensate for the proc problem and the dust devil generation issues. The proc problems don't just extend to zodiac, they also cause issue for blood funnel (and any other procs a player may be running). There are certainly ways to compensate for all of those things, so that the server performance gains can still be had, it's a matter of them figuring out what all was affected, and deciding on how to approach it.
*edit* The above also applies to the fury issues that were created by the change
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The short of it is that they changed WW so that instead of gaining actual attack speed (attacking more per second) when using the attack speed affix, they changed it so that damage and resource usage scale with the AS affix. The benefit of this is that it creates less calculations for the servers.
Unfortunately, there are a lot of things (dust devils, procing life leach, zodiac procs) that are dependent on attacking more often.
Blizz is aware of the issue, and are looking for ways to keep the change for the performance gains, but allow the build to function as good as (if not better) than it did prior to the change.
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While having a DB gob wouldn't hurt anything, I think Gel gobs cover it. Since they spawn into a bunch of gobs, you end up with a ton of DB's if you kill all of them on the higher torments. Between that and OC gobs, I feel like gobs drop plenty of DB's. Perhaps making regular gobs drop more (since they are more common) could be a compromise.
The other thing is that I happen to like that you can have a separate build that incorporates Sages in order to increase DB gains. I much like having options for what to do, and that each of those tasks utilizes a different gear/skill set up, as it breaks things up for me. That's totally just one man's opinion, but I find it better than the alternative, which is that you where the same gear/skill set up for everything, because it's simply the most efficient at everything. My only complaint currently is that there isn't a full gear swap option, which means that I have 3 seasonal monks so that I don't have to manually switch gear/skills/passives/gems. The QOL, in my opinion, would be more valuable than a DB gob.
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Other than WW barb, I think Uliana monk might be the next best thing as far as ability to be lazy and clear T8-10 reasonably. Nats DH can also play a bit lazy, but it's also very similar to WW barb.
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WW barb.
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For some classes, Furnace will end up being BIS. Barbs, for instance, don't have a lot of good alternatives when you include the cube, as FotVP and Gavel are essentially mutually exclusive as far as high end builds go, and no barb leg weapon really syngerizes with WW.
Monks, on the other hand have quite a few interesting weapons that work well together, making them better than furnace (lions claw, flow, fist of as, etc).
On topic though:
Jewelry: RROG, zodiac, unity, convention
Weapon: furnace (SMK/DoD for WD, a bunch of equally good options for monks, etc)
Armor: Leoric's, Hexing pants, CinderCoat
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If your blacksmith is leveled, you can craft level 60 items whenever. So you spend your gold leveling him up early, and then at level 45, you can craft 60 items until you get one with - level requirement. This gives you a giant DPS boost.
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I believe he means WotB and not the resource of the Crusader.
I'm also going to assume that you aren't using IK4 (as there is little need for zodiac with it for perma-wrath).
With that out of the way, what is the rest of your build. Zodiac works by randomly picking a skill that is on cooldown and reducing it, thus if you have a bunch of cooldown gated skills on your bar (CotA, IP, EQ, etc), it's going to be relatively difficult to achieve consistent perma-wrath, as you are competing with each of those other skills for every zodiac proc.
The other thing is that you have to hit with a resource spending attack. This means that only resource spenders (HotA, WW, SS, etc) will proc the ring, and that you have to hit an enemy for the zodiac reduction to occur. This will occur once per attack, so you are also gated by attack speed (which the IK weapon is relatively slow for).
How much CDR you need to achieve perma-wrath (or close to it) depends on:
1) How many abilities are on cooldown
2) Attack speed
3) Fury generation (if you run out of fury and can't use a spender, you can't proc zodiac)
4) Having enemies to hit
Hope that helps clarify things a bit.
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While it's true they will exhaust D3 (probably by making 1 or 2 more expansions), if there are any possible plans of a D4, they started working on either enhancing the D3 engine or building a new engine from the ground up for a possible D4. The wonderful thing about engines is that they can be modified and enhanced if they decide to scrap a D4 and it can be used for something else.
That said, I'm not expecting any news on a D4 anytime soon, but that doesn't mean they aren't already investing money in early development of an engine.
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There's still another patch to come on the PTR, and it hasn't hit yet. My guess is that they'd need a week at least once that hits before it could go live, and that's assuming it's the last patch of the PTR.
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That wall of text is a bit hard to take in. I'd suggest formatting the OP into paragraphs for each suggestion and maybe changing the font.
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I like that you are trying to utilize some skills that aren't always utilized, but I think that limiting it EQ and avalanche might end up being better, at least purely from the set bonuses (remember that there is an item that makes GS cast avalanche). The beauty of using avalanche is that if you decide to put it on your skill bar, and not just use it runeless via GS, it already has a cooldown reducing mechanic with fury spent. For threatening shout, I think that skill needs a bit of a design itself, and then some supporting legendaries that make it useful.
If I had to guess, the current MotE mechanic of leap causing an earthquake will stay (unless they choose to move that to a legendary, which might not be the worst idea). What can change with the new set bonuses is what you do when you aren't leaping. As you said, Raekor (and WotW honestly) takes care of the zoom around doing damage playstyle. If the 6 set bonus increased the damage against enemies affected by EQ for some group of skills (or all of them like IK), then you have a reason to stop leaping around constantly, and use other skills to do damage, while maintaining some mobility.
I do like the legendary that reduces damage while inside of an EQ, since MotE barbs will be squishy once more following the CC nerf.
I like the playstyle you are going for, and I think that MotE can be made to be flexible enough so that a couple of legs can be added to give you nearly that build, while also leaving the door open for other possibilities.
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This whole situation has just made me sad at both some of the playerbase and the developers.
The fact that people keep calling this "cheating" is beyond me. Everything about this game is an exercise in exploiting game mechanics, intended or otherwise. Rift fishing, exploiting game mechanics. Conduit fishing, exploiting game mechanics. Rolling a DH, exploiting class imbalance. Perma-fear docs, exploiting game mechanics. The list goes on and on.
The point is, this is a game that is about finding the most efficient route to an end goal. If that goal is to top the leaderboards, then you exploit every single game mechanic that exists to get the gear needed to compete for a top spot. Just because this was an unintended bug by the developers, doesn't change that fact. To me, the fact that they should have known it existed in the PTR, and didn't fix it, places the blame squarely on their shoulders, and punishing players for that mistake is a joke itself.
The traffic analogy that has been floating around this thread is missing some key similarities. This more akin to a 70 MPH speed limit sign being mistakenly put on a road that was supposed to be 45. The posted speed limit is 70, so even though a logical person can deduce that it must be a mistake, given the road and prior knowledge of speed limits, a cop CANNOT give a speeding ticket to a person doing 65.
Back to the game world. Exploits that do not directly affect other players (like killing other HC characters) and that do not use 3rd party software (like a map hack) should not be considering cheating, and certainly should not come with a punishment. It's using game mechanics handed to the players and finding a way to utilize them for maximum efficiency. The "holier than thou" attitude that some people seem to have adopted is just absurd.
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The problem with this math, and the math that someone posted prior to the actual tuning (not really a nerf since it's a PTR), is that it's all based on a couple of outlier builds. There were a lot of things wrong with IK before the tuning pass, but the solution (assuming the goal is skill/build diversity) wasn't to tune based on outlier builds.
The builds that were over-performing the most were builds that used WW and FC. One of those skills has it's own set in the making, the other already has a set built around it. For FC, the builds are just a slight variation of existing builds. Since they tuned the set completely based on those builds (instead of narrowing the skills that benefit and fixing some bugs) the only truly viable builds are... ones that already existed. HotA and SS builds, or any other possible new build got thrashed because of the synergy 500% had with a few specific skills (FC, WW, WoTB-slaughter, BR-bloodshed).
The set itself probably needed a to be toned down anyway, even with those changes, but it was certainly not -400%. This means that the same heavy AOE, almost laughable STD builds are still the only way to play barbs. The issue is that with these changes, IK doesn't offer any varied gameplay from previous iterations of the barbarian.
My guess is that they were afraid of adding only specific skills to the set because they wanted it to be versatile, but in trying to make it versatile, they killed it's versatility. The irony almost hurts.