Quote from Winged
I honestly didn't notice the Thousand Pounder in the upper right that's him alright! Either he's not really a mini boss, but instead just a random instance area. Or by dying he got sent back to hell where he lives again.. Those are my two guesses.
Mmm, I don't remember, but was the thousand pounder said to be one-of-a-kind or just a rare variety of monster?
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http://us.battle.net/d3/en/calculator/wizard#bkmRjO!eXf!ZZZcab
Sparkflint since I suspect it does fire damage, and may trigger conflag. Archon to give you an alternative dmg type, some "oh shit" capability (and teleport with the rune).
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other than that, MAYBE change seven-sided rune to fulminating to catch more mobs with resolve?
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If you aren't ridiculously stacking MF, i.e. you have "kill gear" with a MF frosting, it is likely that other characters will be geared in a similar manner. So someone mentioned one affix on each item being MF. If you're giving up so little kill power for MF, why assume that everyone ISN'T doing the same thing?
If there is a kill rate cost to MF, then it may be that +X damage stat is worth the same as +X magic find as far as your rate of obtaining (good) items is concerned.
As a member of a group, you could evaluate it such that each player is merely an itemslot. If there were one item that had +1000 MF, but all your other items gave +1000 killy-ness each for +3000 total (4 players, 4 items for simplicity), it would be the same as wearing 4 items with +250 MF +750 killy-ness. This is equivalent to 1 MF stacker in a group with 3 DPS stackers, or a group of 4 players with a balance of stats. It's the same net items/time for everyone involved.
This sharing only becomes a problem when their are disparate item levels involved. If you are willing to play with better/worse geared players, then you will be mooching/carrying according to your(or their) tolerance for each.
items per unit time= (killy-ness stats)*(mf stats)
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I kind of like Invigorate since it allows you to heal without doing anything. If you get in a @#%$storm, you could leap/charge out and kite around for a little while and then hop right back in. The other two might allow you to have more HP longer in said storm, but they may not be enough to keep you alive.
If you're taking Inspiring Presence, I'd go with HW or Imp. If you don't have IP, I'd go with Inv.
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Might want to replace it with Seize the Initiative or Sixth Sense to make use of offensive stats defensively. Once With Everything might also work depending on how resists look on late game gear.
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Assuming that each ancient only attacks once every 2 seconds (.5 APS), that's still 2250% weapon damage over 15 seconds, 2/3 of which is aoe (WW and cleave).
That is also with a VERY conservative attack rate, and completely discounts their abilities, not to mention the fact that they decrease the damage you'll be taking.
at 1 APS, we're at 4500%, which i'm pretty sure is the single most damaging ability in the game. I had originally thought that 1 APS from the ancients would be their attack rate, but that 4500% looks so large that i can't imagine they'll let them attack that fast. Mystic ally would do that damage in a little less than the course of the whole cooldown, also assuming 1 APS, and as far as i'm aware isn't AOE. Raven companion would do less.
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http://us.battle.net/d3/en/calculator/barbarian#feYSkT!hfY!ZYccZb
edit: altered build a bit
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Other favorites:
Barb @
48s, 58s, 1:22
DH @
2:11, 2:41, 2:51,
Monk @
4:11
WD - None
Wizard @
5:42, 6:16, 6:37, 6:43, 6:47, 6:53
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+10% dmg on the 30% likely results in 33% monster health damage, not 40%. This doesn't necessarily contradict your point, but it sounded like you might be thinking it would be 40% on a 10% increase.