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?
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:
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.
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.
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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?
P.S. This vid is hilarious!