But then we have to use vyrs gloves. and no magefist. gain ~100% dmg from diggers. and lose 20% fire from magefist. its worth well gonna love to try this tho
Just don't be derpy and use Vyrs. You can keep Archon as a cooldown against particularly nasty elites if you want, but you really don't need vyrs to lower the cd by 20%, or the "well, these skills are fun but not really needed as I rip everything apart anyway LOL"-skills that the set provides. If you're playing solo, Unity+SoJ with magefists/cindercoat/depth diggers/aughild 3 set through helm/shoulder/bracer and ice climbers is prob your best bet.
will not use archon without vyr's. U lose combustion rune more fire dmg for explosion and the improved rune 22% more dmg overall. aswell as sexy tp. and cdr.
That made no sense. Want to try again in english >.<?
YOU lose the fire run that give ur explosion more dmg!
you lose improved archon rune thats 22% more dmg.
and sexy teleport.
as i said. would not use archon without vyr's. then go something else >.<?
Uhm. Here's the thing -
If you take archon in a fire build without vyrs, you choose the fire explosion rune, in order to gain advantage of the fire gear you have (duh).
You then lose: -20 seconds, teleport, slow time, and 22% bonus dmg.
You gain a magefist or a cindercoat which is +20% dmg. It basicly outweights the 22% rune loss.
So in the end, you lose slow time, teleport, and -20 seconds in order to gain depth diggers and ice climbers (or, currently, cains for the IAS/magicfind). Yea, having archon without vyr's is just fine (and in rifts when you get the CD-reduc pylon, your vyrs is totally useless either way).
Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit.
I don't know, I can't seem to make my Arcane Orb deal as much damage as my Zombie Dog:
Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
While we're at it - THANK YOU for your brilliant post on the official forums.
It's nice to see Blizzard react that quickly, at least we know that for now the wizard is far from being done and they're working on fixing it. I think they should really get rid of the idea to have Firebird's be about fire... Archon also has "arcane" in it, yet they made it usable with all elements. Seems like a pretty bad mistake if they stick to that element just because of the name and simply because of a set's name ruin class balance. My opinion at least.
I think they should really get rid of the idea to have Firebird's be about fire... Archon also has "arcane" in it, yet they made it usable with all elements. Seems like a pretty bad mistake if they stick to that element just because of the name and simply because of a set's name ruin class balance. My opinion at least.
somehow ppl want/try to see the letters from "arcane" in "archon"..
for me, Archon has nothing to do with arcane,i see it this way:
"Archon(Greekἄρχωνarkhon; pl. ἄρχοντες) is aGreekword that means "ruler" or "lord," frequently used as the title of a specific public office. It is the masculine present participle of the verb stem ἀρχ-, meaning "to rule," derived from the same root asmonarch." (Wikipedia)
and because fire is kind of one of the main elements of a wizard, it's ok for me that Firebird's has to do with fire damage
Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
I agree that MM changes don't make any sense. However, I can totally see why they buff Hydra. Currently on live hydra is more or less a source of passive supplementary damage, which automatically makes it useless, since we don't have a spare spell slot for it. It seems that Blizz want to make it a viable primary source of damage, so that it could directly compete with spells like Wave of Force, Meteor, Energy Twister and Orb for a spell slot.
This makes the WoW/MM-Conflag build even better. Do you think MM will become so good that it's worth dropping entirely WoW/CDR?
That's a possibility, however you'll still need some AOE spell for situations when you're surrounded by tons of trash mobs. For everything else MM/Conflag + Mirrorball + Depth Diggers should be enough. Currently on PTR my MM crits for ~8-8.5M vs trash and ~11-12M vs elites, so with those new pants I expect the numbers to go as high as ~15M and ~21M respectively. That's insane.
This makes the WoW/MM-Conflag build even better. Do you think MM will become so good that it's worth dropping entirely WoW/CDR?
That's a possibility, however you'll still need some AOE spell for situations when you're surrounded by tons of trash mobs. For everything else MM/Conflag + Mirrorball + Depth Diggers should be enough. Currently on PTR my MM crits for ~8-8.5M vs trash and ~11-12M vs elites, so with those new pants I expect the numbers to go as high as ~15M and ~21M respectively. That's insane.
On live, my personal choise for AOE is the 7-meteor as I have a decent cindercoat. Can summon 21 of them before running out of AP, so they pretty much decimate all AOE packs.
Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit.
I don't know, I can't seem to make my Arcane Orb deal as much damage as my Zombie Dog:
Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
That's not a fair comparison tho, since that dog is as strong as more than 6 dogs if you have the 3 passives and TMF, you also need Mask of Jeram.
Not really fair to compare an ability with 2 legendaries and 3 passives to make it stronger.
edit:
Looked at your video, you even had another legendary just to boost the dog damage further, so that makes it 3 legendaries and 3 passives to boost the dog. If you want to compare the abilities do it under the same circumstances.
There are no legendaries that specifically boosts Arcane Orb and that's not a problem with the spell, that's a problem with legendary diversity.
Secondary
Cost: 30 Arcane Power
Hurl an orb of pure energy that explodes on contact, dealing 381% weapon damage as Arcane to all enemies within 15 yards.
Defensive
Cooldown: 45 seconds
Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit.
I don't know, I can't seem to make my Arcane Orb deal as much damage as my Zombie Dog:
Back on topic: do you guys use anything other than MM on PTR?
After I got new DD, I find it hard to convince myself to use any spenders at all. I used to like Heat Wave, but right now on PTR there are no situations where it can compete with over-buffed MM/Conflag. Same with Meteor. Orb is dead long ago. Channelled spells are pretty much dead on PTR. Mammoth Hydra deals good damage, but re-positioning 2 hydras feels clunky and ramp-up period makes it even worse. As I see it, Hydra is a spell for higher levels of greater rifts, where mobs become way too dangerous to go toe to toe with them, so you have to resort to "place some passive damage source and run away" gameplay, similar to what Marauder DH's do.
Have you managed to make something else work on PTR for T6/greater rifts?
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If you take archon in a fire build without vyrs, you choose the fire explosion rune, in order to gain advantage of the fire gear you have (duh).
You then lose: -20 seconds, teleport, slow time, and 22% bonus dmg.
You gain a magefist or a cindercoat which is +20% dmg. It basicly outweights the 22% rune loss.
So in the end, you lose slow time, teleport, and -20 seconds in order to gain depth diggers and ice climbers (or, currently, cains for the IAS/magicfind). Yea, having archon without vyr's is just fine (and in rifts when you get the CD-reduc pylon, your vyrs is totally useless either way).
Thread
Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
Armory | YouTube | Twitter | Clan Site
While we're at it - THANK YOU for your brilliant post on the official forums.
For those who haven't seen it yet:
http://us.battle.net/d3/en/forum/topic/13241704422
It's nice to see Blizzard react that quickly, at least we know that for now the wizard is far from being done and they're working on fixing it. I think they should really get rid of the idea to have Firebird's be about fire... Archon also has "arcane" in it, yet they made it usable with all elements. Seems like a pretty bad mistake if they stick to that element just because of the name and simply because of a set's name ruin class balance. My opinion at least.
http://eu.battle.net/d3/en/profile/Taliesyn-2517/hero/66020932
But please don't fix Wizard before I've had the chance to play a Jade WD as comparison
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
for me, Archon has nothing to do with arcane,i see it this way:
"Archon(Greekἄρχωνarkhon; pl. ἄρχοντες) is aGreekword that means "ruler" or "lord," frequently used as the title of a specific public office. It is the masculine present participle of the verb stem ἀρχ-, meaning "to rule," derived from the same root asmonarch." (Wikipedia)
and because fire is kind of one of the main elements of a wizard, it's ok for me that Firebird's has to do with fire damage
Not really fair to compare an ability with 2 legendaries and 3 passives to make it stronger.
edit:
Looked at your video, you even had another legendary just to boost the dog damage further, so that makes it 3 legendaries and 3 passives to boost the dog. If you want to compare the abilities do it under the same circumstances.
There are no legendaries that specifically boosts Arcane Orb and that's not a problem with the spell, that's a problem with legendary diversity.
Armory | YouTube | Twitter | Clan Site
P.S. This vid is hilarious!
After I got new DD, I find it hard to convince myself to use any spenders at all. I used to like Heat Wave, but right now on PTR there are no situations where it can compete with over-buffed MM/Conflag. Same with Meteor. Orb is dead long ago. Channelled spells are pretty much dead on PTR. Mammoth Hydra deals good damage, but re-positioning 2 hydras feels clunky and ramp-up period makes it even worse. As I see it, Hydra is a spell for higher levels of greater rifts, where mobs become way too dangerous to go toe to toe with them, so you have to resort to "place some passive damage source and run away" gameplay, similar to what Marauder DH's do.
Have you managed to make something else work on PTR for T6/greater rifts?