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    posted a message on Let's talk about Delsere's Magnum Opus

    Just so you know, the new SWK set for monks says that certain moves deal 500% damage (its worded the same way as the wiz 6p bonus) and that is a flat 5x multiplier after everything.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Demon Hunters dominate trials?

    Monks can get high level keys too (you just have to build specifically for the trial)

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    Thunderfury is good too. But bullkathos is best because it doesnt have a target cap and happens automatically multiple times a second. Not being able to chill all the time is not a valid reason to skip CtW/BotT because it takes a miniscually tiny amount of effort to keep everything snared 100% of the time. Polar station alone does it if you have any skill at all, templar is just icing on the cake! (also dont forget that you can always stay <15yds to use the aura on your BotT)



    Ive been trying to avoid ad hominems but you should really take correction with thanks instead of doubling down on stupid.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    The second templar ability is either a heal, or an 80% slow for 3 seconds after he deals damage. A bullkathos ring deals damage to all the mobs around the templar (thus slowing them by 80%) continuously.



    Quick napkin math, the dmg buff from CtW+BoT is about 50%, so in order for you to justify selecting other passives/abilities, you need to show how they increase your damage by more than that.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    Polar station is a ridiculously easy way to snare everything all the time, so is templar with bullkathos and immortality. Cull the weak+ bane of the trapped is about a flat 50% dmg increase.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    Kirdershot turning EA into a hatred generator is just too powerful of an effect for their NOT to be a constellation of builds around it. I disagree about the abilities you have with it though. Cull the weak is still extremely easy to apply, just make sure that there is at least one sentry closer to the mobs than you, and then your arrow should always hit after they have a chill up. If you arent planning on applying a chill somehow, do you also plan on dropping bane of the trapped? It just seems like so much easy free damage that I cant imagine what set of passives that would contribute more. This seems like an L2play issue more than anything else.

    That said, I think the rest of the build looks pretty solid. I think m6 is going to come down to this with bombadeirs vs spines and whatever weapon goes best with it (im excited to try nat's 4pc with it! but hellrack is probably going to be BiS)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.1.2 - Demon Hunter Cold Kridershot Build (Video)
    The troll has a point meathead, giving up on cull the weak is inexcusable! If you really need the slow just polar station or templar (solo) will be much more damage.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Wizard Theorycrafting - Perma Archon Demonstration (Video)
    Play with it, the fact that the explosion ability is reduces by your CDR means that you basically have to be in melee to get the most out of the archon, you really do less than half damage if you are only using the beam. I like the idea of toxin, but doubt you need pain enhancer (I think the best are trapped/gogok/toxin in that order)

    I had my wiz cold for shard of hate/frostburns combo, but now im going going lightning for thunderfury (or odyn's)+ thundergods. Also, I like being able to drop mirrorball/MM for unruned shock pulse. Andarial's visage is also a decent replacement for leorics.

    I really cant state enough how amazing proc based items are for this build,
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Theorycrafting - Perma Archon Demonstration (Video)
    If you are waiting for pain enhancer/toxin dots to kill things you are doing it wrong, even if you dot and tele. Porting around and meleeing is double (or more!) damage compared to the beam. Dont forget to equip a proc based weapon either, as the archon buff will make that a significant part of your damage.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Theorycrafting - Perma Archon Demonstration (Video)
    Without vyrs you need to select the rune with the appropriate dmg type, with vyrs it doesnt matter at all which rune you pick.

    If you are using the archon beam, you are wrong. The melee left click ability does more dmg and has a higher proc coefficient. In addition, the button 1 ability is effected by your CDR so you should be constantly exploding in addition to constantly teleporting.

    It has been my experience that Tal's set is underwhelming. I like stacking crafted sets instead as the set bonuses are better and also you can recraft until you get the perfect rolls.

    I currently really like shard of hate cold or lightning, as the 2.1 changes means that the proc is now effected by +ele dmg AND the archon modifier. though other proc-weapons should be just as good (Odyn's, TF, ect)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Group T6 Timed Runs - 7 Billion XP/Hr (Video)
    Bagstone, the hardest limit to surpass is the characters move speed. Sacrificing that much damage just isnt a big deal for speedrifting t6. You dont need to run full gold find gear, but merely the best ones with the best payoff. You run wristguards if you dont need augilds dont need strongarms or reapers or whatever, and you dont run boon for the gold (though that is a bonus) but you run boon for movespeed, forget goldwrap and the rest.

    To go from slow to moderate speed in t6 you need to ramp up your damage i agree, but talking optimized groups that regularly do GR40+, trust me, the damage wont be an issue. I spend way more time getting to mobs in t6 than actually killing them now-days so boon and wristguards are absolutely worth it
    Posted in: Diablo III General Discussion
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    posted a message on Group T6 Timed Runs - 7 Billion XP/Hr (Video)
    I want to clarify, by pull monk, i meant a dps monk with cyclone strike/dashing strike on his bar. It is pretty trivial to set up a gen-wuko build with inner fire that can collect a couple screens worth of mobs at once while still damaging all of them. As for DH, m6 could (barely) work for clean up as your group runs past stuff, but that isnt really optimal as you want stuff to die while your character is next to them, so more melee is actually better and I am sure that a high end strafe build will do more damage on the run. Along those lines firebirds with WoH is probably the best wiz spec to go, tho if you *really* want to go down the rabbit hole, perma archon/vyrs might compete as well (infinite teleports is awesome).

    After playing some more on my jade, I agree that they do not belong because tho they are amazing for turning a slow run into a ~7minuit one, they are still kinda hardcapped from needing atleast two clicks to kill a whole pack which means the platue in usefulness before the really ridiculous clear times.

    Now that I think about it more, you probably also want everyone wearing wreath of lightning too. The real limit for speed farm is how fast your slowest partymember can move and how many clicks it takes to kill a screen.

    EDIT: pick up radius is essential to keeping up your movespeed buffs/custerian procs. So your characters probably want atleast 10 (maybe even 20) so avarice band might be required if the rest of the gear doesnt have it
    Posted in: Diablo III General Discussion
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    posted a message on Group T6 Timed Runs - 7 Billion XP/Hr (Video)
    As for optimization you probably want: monk AND barb for party movespeed, and a jade to just oneshot everything. whoever the fourth is should be able to do damage on the run AND also have a great movespeed skill for themselves. you want atleast one pull (monk is best) and should gear horder/custerian/gold paragon, dont neglect pick up radius/goldfind on gear either
    Posted in: Diablo III General Discussion
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    posted a message on Group T6 Timed Runs - 7 Billion XP/Hr (Video)
    generally farming for key fragments is a defraying of a different set of costs (aka perfect RoRG). So closing the rift early has an extremely tiny opportunity while the payoff of faster shards is so large
    Posted in: Diablo III General Discussion
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    posted a message on how much cdr for prema cc on tiklandian?
    It should be noted that the regular horrify works if you run out of range, but that the Tiki helm changes it so that you have to stay next to them
    Posted in: Witch Doctor: The Mbwiru Eikura
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