since you are playing nonseason, the dead man's legacy does NOT have the legendary affix which is added in patch 2.2, meaning it's equally as good or bad as ANY other quiver for UE with multishot. This tremendously weakens a multishot build, as you are NOT doing double damage below 50-60%, but just regular damage.
some pointers regarding gear:
- weapon: roll + exp in disc, since you want disc on any gear slot possible (UE6 bonus increases your damage)
- Ring: get a better restraint, or at least roll CC or CHD on it instead of vita
- shoulders: roll armor into RCR
- pants: roll grenade damage in evasive fire damage
- quiver: roll hungering arrow damage in multishot damage
- bracers: roll cold damage in fire damage
- amulet: roll average damage into CC, if the socket wasn't already rolled. otherwise look out for an amulet with socket, CC, CHD and dex or elemental
- legendary gems: since you play nonseason, you'll have a hard time proccing bane of the trapped with chill/cold effects, maybe use sentry/polar station to help. wreath of lightning is bad for UE6, use zei's instead.
- preparation: use invigoration for the additional 15 disc, again increases your damage with UE6 bonus
EDIT: Link to the new DML - yours is missing that legendary affix:
a comment on his vid states he plays on expert (which is irrelevant since GR levels aren't depending on your difficulty), I'll be trying that for sure.
get one of each infernal machine and kill the respective bosses inside their portals on t6 to get a 100% chance on those items you are searching. if you are playing below t6 (or whatever equivalent this should be on console), you might not get them.
disc going from 9 to 12 is a roughly 3.5% increase (going from 1270% to 1315%, base + UE6 bonus), while dex depends on your gear (going from 10'000 to 10280 is 2.8% increase), although I'd also think if 8% RCR for the vit could be of use
both work, but the balefire should pull ahead in the way elemental damage and marked for death are calculated, as well as the additional 12disc being quite handy. that being said though, the 8%rcr are nice to have, so if you are running without Preparation - Punishment but instead with the discipline ones, you might need the rcr to not be starved of hatred
I recently got a pretty good mara's amulet and my hellfire has low CHD and steady aim... so I was wondering how valuable steady aim actually is, does it count as a seperate modifier against the 400% from nat's bonus, or is it additive to it (similar to how taeguk gets calculated with steady aim)?
While the farming of hellfire amulets (or keywardens) is tedious, it is one of the easiest farmable items, while being one of the most powerul ones. I'd say it's the second most powerful item after your weapon, but nonetheless - it's not something you get if you play 1h per week, it is meant to be the ultimate endgame item (especially with good rolls in mind).
That being said, I agree that it would feel better if you had a more consistent way of obtaining them, 50% in theory sounds good, but when we were farming for keys we ended up with 17xAct1, 28xAct2, 25xAct3 and 42xAct4. I the experience would feel better in general, if there was always a key, but you'd need 2 to craft a machine. It was like that before RoS hit with MP10 and a 100% dropchance, and that actually felt a lot more rewarding imo.
Areadmg is apparently not affected by multipliers such as BotT, Zei's and most importantly UE6. How does this affect current gearing until this issue is addressed?
The fact is that (for fire UE), it's the most reliable way to procc a slow for BotT/Cull the Weak, without sarcificing another skill slot (for sentry, which is still a bit clunky imo). So the question isn't really about the value of the gem itself, but what it enables - if you don't take iceblink, you need a way to procc a slow/chill, which is mostly done with sentry-polar station, but for that you need to give up marked for death or wolf companion, as BotT is way too valuable to give up. From personal experience, it's also incredibly easy to keep it up, comparing to playing with a Taeguk.
Another thing people often disregard is the fact that coming from playing M6 for at least two seasons straight, we lost our multitude of companions that block a lot of monsters and projectiles, and without polar station, we certainly have it harder to kite enemies. Ever had a fast minion pack? You'll love the slow that EF/Focus now provides, against them running at full speed.
Numberswise, the Iceblink is similar to BotP a static increase - from lvl 25 to 50 it's not changing, and so is BotP (disregarding the buff length, as it's prone to fall off during the RG fight at some point anyway). I'm glad wudijo gave us a way to put math behind what I expected to see - for solo, Iceblink is almost a must.
For groups, as long as someone else provides a slow, Iceblink probably takes a hit - but it's not completely useless
had between 1-3 goblins in the queen's desert, with maybe 1 in 20 that didn't spawn a goblin- maybe I'm lucky, but it's a good spot with a high chance at least
As for passives, the best to use are: Awareness, Cull the Weak, Ballistics, Night Stalker, Steady Aim. Ambush is also really close (about 2% behind with a 60% DML affix) and might become better because you will deal slightly more damage in reality, especially when enemies don't have much life, and you will also profit a lot more from power pylons. At the high end, it might be preferable to use Single Out because you will have to spend a lot of time on the RG.
from the UE Fire section, you list 5 passives - without the hellfire, we have to leave one out. I assume Awareness, Cull the Weak and Ballistics are set in stone, so the real question is Night Stalker vs Steady Aim (and I also assume we can leave Ambush out of those 4). What's the winner here, and is it the same for any kind of weapon? (I am currently still running on a 2h xbow).
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UE6 Bonus:
what shield orb exactly are you talking about?
0
since you are playing nonseason, the dead man's legacy does NOT have the legendary affix which is added in patch 2.2, meaning it's equally as good or bad as ANY other quiver for UE with multishot. This tremendously weakens a multishot build, as you are NOT doing double damage below 50-60%, but just regular damage.
some pointers regarding gear:
- weapon: roll + exp in disc, since you want disc on any gear slot possible (UE6 bonus increases your damage)
- Ring: get a better restraint, or at least roll CC or CHD on it instead of vita
- shoulders: roll armor into RCR
- pants: roll grenade damage in evasive fire damage
- quiver: roll hungering arrow damage in multishot damage
- bracers: roll cold damage in fire damage
- amulet: roll average damage into CC, if the socket wasn't already rolled. otherwise look out for an amulet with socket, CC, CHD and dex or elemental
- legendary gems: since you play nonseason, you'll have a hard time proccing bane of the trapped with chill/cold effects, maybe use sentry/polar station to help. wreath of lightning is bad for UE6, use zei's instead.
- preparation: use invigoration for the additional 15 disc, again increases your damage with UE6 bonus
EDIT: Link to the new DML - yours is missing that legendary affix:
http://us.battle.net/d3/en/item/dead-mans-legacy
0
a comment on his vid states he plays on expert (which is irrelevant since GR levels aren't depending on your difficulty), I'll be trying that for sure.
0
get one of each infernal machine and kill the respective bosses inside their portals on t6 to get a 100% chance on those items you are searching. if you are playing below t6 (or whatever equivalent this should be on console), you might not get them.
0
disc going from 9 to 12 is a roughly 3.5% increase (going from 1270% to 1315%, base + UE6 bonus), while dex depends on your gear (going from 10'000 to 10280 is 2.8% increase), although I'd also think if 8% RCR for the vit could be of use
0
575 season, UE6/N6 dh
rhapso#2688
mostly looking for a group to get the keys to 60+ or even get rankings if it works
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it's fun to see people trying to justify their inability to get an item by claiming it is overpowered.
tl;dr: GR leaderboards are pretty average for all classes
*grabs popcorn*
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both work, but the balefire should pull ahead in the way elemental damage and marked for death are calculated, as well as the additional 12disc being quite handy. that being said though, the 8%rcr are nice to have, so if you are running without Preparation - Punishment but instead with the discipline ones, you might need the rcr to not be starved of hatred
1
I recently got a pretty good mara's amulet and my hellfire has low CHD and steady aim... so I was wondering how valuable steady aim actually is, does it count as a seperate modifier against the 400% from nat's bonus, or is it additive to it (similar to how taeguk gets calculated with steady aim)?
0
While the farming of hellfire amulets (or keywardens) is tedious, it is one of the easiest farmable items, while being one of the most powerul ones. I'd say it's the second most powerful item after your weapon, but nonetheless - it's not something you get if you play 1h per week, it is meant to be the ultimate endgame item (especially with good rolls in mind).
That being said, I agree that it would feel better if you had a more consistent way of obtaining them, 50% in theory sounds good, but when we were farming for keys we ended up with 17xAct1, 28xAct2, 25xAct3 and 42xAct4. I the experience would feel better in general, if there was always a key, but you'd need 2 to craft a machine. It was like that before RoS hit with MP10 and a 100% dropchance, and that actually felt a lot more rewarding imo.
0
"Areadmg is unaffected by multipliers" http://us.battle.net/d3/en/forum/topic/17085919721
A quick ingame test showed me similar results: http://imgur.com/uKNKP9g,WfWi351,zubFf1I,xp9dZjU,kS2QBnn,Lz8JGek,wdS69K9#0
Areadmg is apparently not affected by multipliers such as BotT, Zei's and most importantly UE6. How does this affect current gearing until this issue is addressed?
0
depending on build, damagerange to max (2097 of 2325 max, could be over 200 higher) or socket to CDR/RCR/... and gifting it
0
The fact is that (for fire UE), it's the most reliable way to procc a slow for BotT/Cull the Weak, without sarcificing another skill slot (for sentry, which is still a bit clunky imo). So the question isn't really about the value of the gem itself, but what it enables - if you don't take iceblink, you need a way to procc a slow/chill, which is mostly done with sentry-polar station, but for that you need to give up marked for death or wolf companion, as BotT is way too valuable to give up. From personal experience, it's also incredibly easy to keep it up, comparing to playing with a Taeguk.
Another thing people often disregard is the fact that coming from playing M6 for at least two seasons straight, we lost our multitude of companions that block a lot of monsters and projectiles, and without polar station, we certainly have it harder to kite enemies. Ever had a fast minion pack? You'll love the slow that EF/Focus now provides, against them running at full speed.
Numberswise, the Iceblink is similar to BotP a static increase - from lvl 25 to 50 it's not changing, and so is BotP (disregarding the buff length, as it's prone to fall off during the RG fight at some point anyway). I'm glad wudijo gave us a way to put math behind what I expected to see - for solo, Iceblink is almost a must.
For groups, as long as someone else provides a slow, Iceblink probably takes a hit - but it's not completely useless
0
had between 1-3 goblins in the queen's desert, with maybe 1 in 20 that didn't spawn a goblin- maybe I'm lucky, but it's a good spot with a high chance at least
0
from the UE Fire section, you list 5 passives - without the hellfire, we have to leave one out. I assume Awareness, Cull the Weak and Ballistics are set in stone, so the real question is Night Stalker vs Steady Aim (and I also assume we can leave Ambush out of those 4). What's the winner here, and is it the same for any kind of weapon? (I am currently still running on a 2h xbow).