I would probably use Inner Sanctuary w/ Forbidden Palace. Not only does it boost damage the mobs take by 30%, but it decreases the damage you take by 55%, so it couples as an offensive & defensive skill. I would also try to craft a solid Hellfire Amulet. You will end up spending a lot of time & resources crafting the HFA, but at this point it can be an extra 15% spirit gen AS, or 20% damage from moving etc.. There is a lot of potential in Hellfire Amulet, but it just takes time to craft a usable stat w/ worthwhile passive.
I would maybe try to get +15% meteor damage on Shoulders/ Chest. I would also look into a different 1h weapon. 28-30% Sun Keeper, Gesture of Orpheus, or something similar. Shard of Hate is nice, but the passive needs to be upgraded to be more effective in high lvl greater rifts.
I noticed this same issue before even using Raiment set. I suspect that it is due to coding, and while spamming some attacks it queues up say the following 2 skills, and hitting Dashing Strike wont immediately make the game dump the commands in waiting. I may be wrong, and it may have to do with just the animations. If I stop casting spirit gen then I dont have any issues, but... it doesnt make sense to completely stop casting in order to cast another skill.
I have been using Mythic Rhythm for a little while now, and it seems a boost for me personally. In terms of my play style, I am fighting say bosses or elites a lot longer when they are under 75% than when they are above. Once the boss is under 75% Seize the Initiative becomes a dead passive. With Mythic Rhythm, every third hit is a single sequence of say Fist of Thunder. As far as I know people are holding down spirit generators, and unless you are double dashing that would mean Mythic Rhythm is virtually up for every dash. I have a Flying Dragon, but I have been using an ancient Inna's Reach instead, because I cant seem to get LOH on FD. I am not 100% sure, but I think because I have spirit regen on the FD (I rolled off SSS) it wont let me get LOH. I am also using Inna's belt for the base Mantra increase.
Anyone have experience using this skill for raiment dash build? Every 3rd spirit generator increases the damage by 40% of spirit spender. Seems like it would be pretty nice.
You are right, there are some people that would spend endless time kiting mobs, but then again that is a small percentage of the player base. I think in lieu of a timer looming ever over the run, maybe player deaths could be the deciding factor. If you die more than 3 times on a floor then the next level will not unlock. Kiting mobs is only viable to a certain level. At some point a stray spear, arrow, frozen spot, etc.. will hit you and do enough damage to one-shot your health. A big thing with gRifts is fishing, skipping through floors in order to find a perfect (manageable) combination of mobs. I agree that something would need to be put in place in order to keep people from spending hours on single floors. Timers are pretty standard, especially in competitive gameplay, but I think other methods can be explored as well.
I think the original incarnation of what is now Greater Rifts were pegged to be floor/ level based, i.e. the floor would correlate to the level & difficulty. I personally would love to see Blizzard implement something along the lines of "how far can you get"? Everything now is built on speed, efficiency, and timer-related.
It is nice sometimes to shirk the countdown and methodically go through levels destroying everything in sight. That is why I think having an endless rift (if difficulty was based on gRifts then endless could really be 100 levels). Instead of having a progress bar fill up to spawn the boss, perhaps it could be a requirement of killing 100 regular mobs & 5 groups of elites and then the next level would unlock. Every level ending in 5 will be a minor boss, and every level ending with 0 would be a major boss. The major boss could even be set up similar to the current uber bosses which are a single room with 2 bosses (except diablo which summons all previous bosses). The bosses could even be static, i.e. Leoric / Crusader King could always be at level 5 to serve as an entry level boss. The bosses on the levels ending in 5's would drop loot similar to a normal rift boss, and bosses on the 0's would drop loot similar to gRift bosses. I think at some point when people really want to push their limits and see how far they can get, the prospect at starting from level 1 when they were just at level 45 will seem daunting, so there will also need to be a way to start at a higher level. Maybe get a token that is 1/2 the total you ran previously, like if you managed level 20 you would start at level 11 (it cant start on a boss fight and you would need to have a couple levels build up to the first boss instead of a level 9 token and the very next level being a boss).
In my opinion I believe this would bridge the gap between rRifts & gRifts. Some people enjoy running rRifts, but feel that T6 does not satisfy them in terms of difficulty, nor do they enjoy closing the rift as the boss is mid-process crumbling to dust. I feel that gRifts were a fantastic implementation to the game, and it would be hard to justify continue playing with out there existence, but they too leave a lot to be desired for many people.
At one point I was using the Serpent Sparker Wand (You may have one extra Hydra active at a time.) and The Magistrate Wizard Hat (Frost Hydra now periodically casts Frost Nova)
I bet using this now with the change to Tasker and Theo would be a very strong build.
I use Arcane Torrent as well. I have always found it preferable to all other main spells. Arcane Torrent is the hardest hitting spell Wizards have. Cascade allows for the spell to jump if you require a wider spread, and Disruption increases Arcane Damage by 15% for 6 seconds where Disintegrate w/ Intensify increase for only 4 seconds. Arc Torrent is castable & spammable, but it is not channeled. Ray of Frost & Disintegrate are channeled, which is a huge difference.
Black Hole w/ Spell Steal + Frost Nova w/ Bone Chill + Arcane Torrent w/ Disruption = best wizard combo right now
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I would probably use Inner Sanctuary w/ Forbidden Palace. Not only does it boost damage the mobs take by 30%, but it decreases the damage you take by 55%, so it couples as an offensive & defensive skill. I would also try to craft a solid Hellfire Amulet. You will end up spending a lot of time & resources crafting the HFA, but at this point it can be an extra 15% spirit gen AS, or 20% damage from moving etc.. There is a lot of potential in Hellfire Amulet, but it just takes time to craft a usable stat w/ worthwhile passive.
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I would maybe try to get +15% meteor damage on Shoulders/ Chest. I would also look into a different 1h weapon. 28-30% Sun Keeper, Gesture of Orpheus, or something similar. Shard of Hate is nice, but the passive needs to be upgraded to be more effective in high lvl greater rifts.
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Probably had no idea you purchased the game either :/
Look up f2p games, it has nothing to do with subscriptions.
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I noticed this same issue before even using Raiment set. I suspect that it is due to coding, and while spamming some attacks it queues up say the following 2 skills, and hitting Dashing Strike wont immediately make the game dump the commands in waiting. I may be wrong, and it may have to do with just the animations. If I stop casting spirit gen then I dont have any issues, but... it doesnt make sense to completely stop casting in order to cast another skill.
0
I have been using Mythic Rhythm for a little while now, and it seems a boost for me personally. In terms of my play style, I am fighting say bosses or elites a lot longer when they are under 75% than when they are above. Once the boss is under 75% Seize the Initiative becomes a dead passive. With Mythic Rhythm, every third hit is a single sequence of say Fist of Thunder. As far as I know people are holding down spirit generators, and unless you are double dashing that would mean Mythic Rhythm is virtually up for every dash. I have a Flying Dragon, but I have been using an ancient Inna's Reach instead, because I cant seem to get LOH on FD. I am not 100% sure, but I think because I have spirit regen on the FD (I rolled off SSS) it wont let me get LOH. I am also using Inna's belt for the base Mantra increase.
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Anyone have experience using this skill for raiment dash build? Every 3rd spirit generator increases the damage by 40% of spirit spender. Seems like it would be pretty nice.
0
You are right, there are some people that would spend endless time kiting mobs, but then again that is a small percentage of the player base. I think in lieu of a timer looming ever over the run, maybe player deaths could be the deciding factor. If you die more than 3 times on a floor then the next level will not unlock. Kiting mobs is only viable to a certain level. At some point a stray spear, arrow, frozen spot, etc.. will hit you and do enough damage to one-shot your health. A big thing with gRifts is fishing, skipping through floors in order to find a perfect (manageable) combination of mobs. I agree that something would need to be put in place in order to keep people from spending hours on single floors. Timers are pretty standard, especially in competitive gameplay, but I think other methods can be explored as well.
0
I think the original incarnation of what is now Greater Rifts were pegged to be floor/ level based, i.e. the floor would correlate to the level & difficulty. I personally would love to see Blizzard implement something along the lines of "how far can you get"? Everything now is built on speed, efficiency, and timer-related.
It is nice sometimes to shirk the countdown and methodically go through levels destroying everything in sight. That is why I think having an endless rift (if difficulty was based on gRifts then endless could really be 100 levels). Instead of having a progress bar fill up to spawn the boss, perhaps it could be a requirement of killing 100 regular mobs & 5 groups of elites and then the next level would unlock. Every level ending in 5 will be a minor boss, and every level ending with 0 would be a major boss. The major boss could even be set up similar to the current uber bosses which are a single room with 2 bosses (except diablo which summons all previous bosses). The bosses could even be static, i.e. Leoric / Crusader King could always be at level 5 to serve as an entry level boss. The bosses on the levels ending in 5's would drop loot similar to a normal rift boss, and bosses on the 0's would drop loot similar to gRift bosses. I think at some point when people really want to push their limits and see how far they can get, the prospect at starting from level 1 when they were just at level 45 will seem daunting, so there will also need to be a way to start at a higher level. Maybe get a token that is 1/2 the total you ran previously, like if you managed level 20 you would start at level 11 (it cant start on a boss fight and you would need to have a couple levels build up to the first boss instead of a level 9 token and the very next level being a boss).
In my opinion I believe this would bridge the gap between rRifts & gRifts. Some people enjoy running rRifts, but feel that T6 does not satisfy them in terms of difficulty, nor do they enjoy closing the rift as the boss is mid-process crumbling to dust. I feel that gRifts were a fantastic implementation to the game, and it would be hard to justify continue playing with out there existence, but they too leave a lot to be desired for many people.
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I bet using this now with the change to Tasker and Theo would be a very strong build.
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Black Hole w/ Spell Steal + Frost Nova w/ Bone Chill + Arcane Torrent w/ Disruption = best wizard combo right now