I know there are some people who only kill trash and don't worry about champions at all. In such case Helm could be better. However, most of the time, especially if you hate leaving champions unkilled, meteor boot would definitely be a great choice. Honestly unless you are playing melee wizard 3 out of 5 runes, for slow time skill, are practically useless. if you are not playing melee you will not enter the bubble so stretch time is useless, Exhaustion will only reduce ranged monsters damage since you are outside the bubble (and anybody should be able to evade projectiles that are flying at you with 80% reduced speed, especially since you will be kaiting around alot), and time shell? why do you need to slow down monsters even more when you are going to stun them for 3~6 seconds total with point of no return? So in the end, again if you are not melee wizard, its about do you want 15% more damage semi-permanently for all skills or do you want to double your meteor damage?
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Apr 27, 2015Posted in: Monk: The Inner Sanctuary
how about replacing all your diamonds to emeralds? (except for the one on the head) all resist is definitely a great way to increase sustainability but emeralds increase your sustain + damage. For skills try using tsunami over wind blast (with tsunami you really don't need to worry about melee damage so you can definitely switch string of ears with witching hour), and Forbidden palace over Impending Doom? Impending Doom definitely helps boost your damage but keep in mind it drains spirit as well. I would rather use that spirit on one more dashing strike. Also keep in mind dashing strike works just like barbs furious charge so technically you can use it to hit more monsters than Impending Doom with double the damage. Lastly I personally prefer LpH over HpS because LpH can heal you at all times but HpS can only heal you when you are using dashing strike and with my experience I spend more time regenerating spirit with primary skill than hitting enemies with dashing strike.
Apr 27, 2015Posted in: Barbarian: Bastion's Keep
Well I think it really depends on your build.
1. If your build is focused on maximizing CDR to get infinite Ignorance is Bliss Or infinite stun, through Ground stump + APD, then CDR would definitely be more important than AS, or even 10% damage.
2. If your build focuses completely on maximizing damage (assuming you did pickup enough sustain from other items or skills) than your current list would be a great choice
3. If your build focuses completely on maximizing damage but your current build doesn't have any health regen then I would actually encourage health per fury over AS.
I have seen people with all three settings go beyond GR50 infact I was just looking at a guy who reached GR56 with the first build I mentioned. So, in the end I think it really depends on your taste.
Apr 26, 2015Posted in: Monk: The Inner Sanctuary
Maintaining Epiphany is good but the key to Dashing Strike Monk's sustainability is not Epiphany but 1. freeze 2. APD 3.health regen.
Also your ancient Flying Dragon DPS is only 300 higher than LpH Flying Dragon. So In this case I would use LpH Flying Dragon. But if you really want to max out your DPS I guess using ancient Flying Dragon and getting LpH from gloves wouldn't be a bad idea.
Apr 24, 2015Posted in: Diablo III General Discussion
Furnance is not the best item for barb and monk at the moment and in fact since I hate using Furnance so no.
The correct answer should be, you should enjoy which ever character when ever. However, with Diablo 3 relying so much on luck to run the entire game (luck on items, luck on monsters in GR) I suggest you start playing Barb or monk when you either pick up ancient Bulkathos dual blade set, ancient IK weapon, ancient Torch of grand temple, or ancient flying dragon.
Why? because just until 2 days ago I was playing barb 4 and up to 8 hours a day (for 20 days straight) looking for the ancient Bulkathos set. Never got one and now I am sick and tired of playing barb and Diablo 3 entirely.
Apr 24, 2015Posted in: Monk: The Inner Sanctuary
This is just my assumption so don't take my word on it, but I think they mean the samething. However, I think Blizzard purposefully designed the game so that on the details it will only show "attack speed Increase" but not "Increase attack speed". Take a look at Bulkathos's Oath, the option says 30% increase attack speed and movement speed. But when you actually use WW skill, in details the attack speed and movement speed doesn't change, but you can actually see the speed boost on screen. Now take a look at steady strikers wrist item, it says attack speed increase by 5~6%, when you wear it you can see the change in details and on screen.
I think the difference is attack speed increase option will increase your attack speed permanently as long as you have the item or skill on. Increase attack speed option will only increase your attack speed at very limited conditions.
Any one please correct me if I am wrong
Apr 24, 2015Posted in: Barbarian: Bastion's Keep
%WW damage on helm and boots do influence DD, so if you feel like you have enough health I actually encourage you to add both %WW damage and CHC. If not I suggest CHC.
Assuming your CHD is 500%, 6% increase CHC means average increase of 30% damage for every hit. which is more than 15% WW damage.
Apr 23, 2015Posted in: Diablo III General Discussion
thanks for the feedback. I started using this belt because I never combined WW with IK (I only use WW). But yes you guys are right, IK set (and any other set) are too good to trade with Cord of Sherma. I hope Blizzard can do something to fix this.
Apr 23, 2015Posted in: Diablo III General Discussion
I'm not sure how many of you have tried using Cord Sherma. I don't see this item being mentioned in a lot in the builds uploaded.
If anyone picks up this item, I really suggest using it or at least try it out once because it is really good especially for high attack speed builds (such as Barb whirlwind build).
This item really boosts your sustain and damage!
For those of you who have tried please leave a comment!
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