Mmm, sassy...
+1
I am actually looking forward to this patch:
1. didn't had the chance to play barb last season, and he still looks good
2. armory will give me option to alternate easy between supp/ww/ik/leap
3. ctrl+click for 100 para points is nice (not Like I ever went above 900 in season, but still, it's nice to click 8 times rather than 40)
4. separate mats stash should give me loads of free space, which is always nice.
5. perfect rolled items sound like good grail to chase, and I love doing that, ever since D2. This could actually be quite incentive.
6. bounties... :thumbs_up:
downsides:
1. no new items
2. no skill overhauls
So, overall, not a major patch, but everything I see I like.
I sure miss few things, but at least they're not screwed up, they are just absent.
0
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I am using this for speeds and it works great: https://www.youtube.com/watch?v=lcgd5S-chHw&t=622s
And I still don't have krysbin.
1
scythe of the cycle boosts only secondary skills:
As for using 2hand or 1hand+offhand, I am not sure how exactly damage formula goes, but you need to take into consideration that +dmg on offfhand adds on to weapon damage:
red = damage per second (calculation of average damage * attack speed)
blue = actual weapon damage, this is base for all calculations of skills and multipliers that use %WEAPON DAMAGE
So if you take a look on this example items:
You get something like this:
without any other multipliers (main stat, gems, other attack speed multipliers etc).
So, you get more damage using 2h, but you loose good deal of stats (area damage, crit chance, +skill, int/vit).
As for trang weapon, most of builds are using it for second part (red part under) of it's legendary property:
The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse and you deal 150–200% increased damage to cursed enemies.
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it would have to pair with Invigorating to mitigate stuns, but it should work with inarius. sadly it can be tested only on NS, and we won't have option to use it on season.
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I use some variance of 2 piece pestilence, moribund, corpsewhisper, johnstone, nemesis...
for skills lance visceral, flesh golem, land of dead frozen, decrep, devouring aura.
I can hardly call it a build, but it goes pretty nice through t10.
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List tags are malformed.
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I am not sure what exactly troubles you, and your build is kinda contradictory to your post (you include Trag set bonus, yet build in link relies on two piece Pestilence).
You are also using Scythe of the Cycle, which boosts Secondary skills damage (and Corpse lance is Corpse skill), so better opt out some other combo (Reileen/Trag is always good combo, just don't forget to get max essence passive and to spend paragons into max essence too).
You can check out my character (I'm using Trag'Oul' set with Krysbin and CoE for max dps) gets crits in 5500+B when CoE hits phys rotation.
Build I am using can be found here: http://www.diablofans.com/builds/91053-blood-lancer-90
//edit
after re-reading my post, I realized that it might sound a bit offensive, but please let me assure you that this is not the case. My tone is friendly
(but I am also lazy to edit it so that it actually reflects that friendliness)
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I would like to kick in too on this thread, and I'd like to reserve spot for Trag'Oul' set meelemancer.Will give it a shot with few ideas, and then come back to repost here with my results.Strike that out, I decided I am too lazy
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http://www.diablofans.com/builds/91053-blood-lancer-90
This one is pretty godly, with tuned gear I think it could challenge Inarius.
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I hope they rebalance it somehow, because I'd also love to play Pestilence.
And what also troubles me is that we can't get 4/6 setups since all sets share same item slots.
I would for example love to play pestilence/trag combo :/
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I got insane lucky with my 3rd reroll, and now I want to act with care when it comes to rerolling:
Help is appreciated
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Faster atkspeed means more often procs, so yes, it increases damage output. As for area damage, I think that gems don't benefit from it, but someone else will have to confirm this.
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Not sure about the numbers, but in my opinion, few sets should have same final damage outputs, because if that was not the case, one set would be obvious reason for players because of supremacy.
I believe that more "equal damage output" sets should exist, to provide players with different playstyles at their disposal, without loosing anything in terms of efficiency.
0
Just got these gloves (right):
They have same potential as the ones I'm currently wearing, but 50-ish INT less. Plus is secondary resist, which my current gloves lack.
To spend billions chasing 50% CDMG (current ones took ~150 rerols), or to keep the ones I'm using right now?
What would you do?
0
EU too...
http://i.imgur.com/xfCUZHz.png