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    posted a message on Provoke and 2.1
    Has anyone seen on the PTR if they've fixed how mobs like to dance for the first half of provoke's duration?
    Posted in: Crusader: The Church of Zakarum
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    posted a message on How to Fix Wizard
    I think the other possible problem with wizards is that to do good damage (at least within a particular element) generally requires synergy between several class abilities. Sometimes 4-5 but in the process that means you're at odds with defensive or mobility options. The pet tanking of WD and the natural 30% damage reduction of all the other melee classes is huge. Demon hunters are ranged as well, but they're designed to kite and do damage on the move.

    Wizards, on the other hand, are forced to stop and stand still for almost all their abilities which means at some point they need to tank mobs, and either die, or accept the fact they need to sacrifice significant damage for defense.

    Lightning builds are pretty much the only items I've had the luck of getting... right now the signature items I'd say for lightning are probably Myken's Ball of Hate, Velvet Camarel, Wyrdward, and Ancient Parthan Defenders. These are the few wizard legendaries that actually synergize well together. Combine those two with Electocute: Chain Lightning or Forked Lightning Along with Electrify weapon and Shocking aspect, and you have an amazing light show... and lots of stuns... but little to no real damage. The changes to legendary procs with Thunderfury and Fulminator might change this though. Personally I'd love to see Two Handers finally get thier needed buff, and see Shaeffer's Hammer become a possibility. I'm also still a bit concerned with the damage output of electrocute vs its proc modifiers, especially when it comes to electrify weapon and shocking aspect... if not an increase in proc modifiers, I'd like to see the jump penalty reduced.

    A 10 hit chain lightning hits for 204% weapon damage... get a velvet camarel and a 20 hit chain lightning does all of 209.8% weapon damage, merely because the initial hit starts at 63% weapon damage and drops by 30% with each jump.

    However, one inherant problem with this build is taking Electrify weapon and Shocking Aspect... I've now pretty much locked myself out of the two largest defensive abilities a wizard has... energy armor and deflection weapon. Ancient Parthan Defenders might resolve this, but I've never seen one myself.

    The rarity of that combination of items is also a huge problem. Myken's, Velvet Camarel, and Defenders are all some of the rarest items to drop. Wyrdward I think is in the next rarity tier down. Another issue is that some of these items on their own are not that powerful at all, save maybe mykens. Many of these items also have a good portion of stats effectively prerolled, so you if you get one, its almost guaranteed to be good. Personally, I'd rather see these items drop more often, and have the rarity based off of having a good roll, so that I could at least make a decent build between the effects, and then just hope I can upgrade the versions I have as time goes on. But when the major items for your build all have a 0.5% drop rate... the idea of getting all of them is just unrealistic.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on How to Fix Wizard
    Personally, I think its really just the fact that AP spenders cost too much, especially considering Energy armor is almost mandatory in higher tiers. I'd say if every arcane spender were dropped by about 30% you could actually pump out some decent dps. Or perhaps if generating arcane power on crits was just a baseline ability for wizards power regen.

    Molten impact is such an incredible looking spell... if only all the meteors were like that, minus the ridiculous cd.

    A big Issue I think comes down to wizards are extremely gear dependant on surviving CC. So many champ abilities such as jailer, waller, knockback, provide ample opportunities for enemies to mow us down in seconds. Wizards just aren't equipped to survive being chained in jailer 5 times in a row. Or to survive being stuck in a wall that spawns on top of you in a build without teleport. I'd probably say if anything, wizard defenses need a major increase, so that skills like deflection, or energy armor are not mandatory for survival.

    Lastly, as many have stated before is that wizards have very little synergy when it comes to legendaries and builds. All the other classes have sets/legendaries that can stack together allowing amazing damage output. Most wizard legendaries are just so rare that having a powerful build comes down to luck. However, WoW, Serpent Sparkler, or Velvet Camarel are all just super rare. Really good, but still none of them synergize well with anything much. 2.1 might change that with WoW and firebird, Serpent Sparkler and Tasker and Theo, and Velvet Camarel with proc weapons/gems (Chain Lightning or Forked Lightning with mini conduit, anyone?).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Force Weapon vs Sparkflint Familiar
    As far as I was aware, the massive dps increase from magic weapon is actually a display error.

    So, even though your DPS display says you gain something like 20% or more dps... if you look at the damage you're actually doing... its really only giving you the 10 or 15% its supposed to.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Diablo III in Space
    That exact same effect was present in a Diablo 2 clone called Titanquest. Whenever you one-shot an enemy, it would send the enemy flying. The air time of the enemy was based on how much overkill you had.

    So if you only did 5 hps more damage, than they had life... it would merely look like you knocked the enemy back with a powerful blow.

    But if you hit them for say... 5 or 10x their life... the enemy might be blown clear off the map never to be seen again.
    Posted in: News & Announcements
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    posted a message on Diablo Tweet Spree
    One thing that still concerns me is how much money there is to be made from account theft in Diablo 3.

    When you take the combination of the real money AH, no soulbinding, and an armory... you have a real volatile combination.

    In the end, the items that will be worth the most are the random stat rares, and runestones that will basically be better than uniques. Uniques will eventually just clog the AH. But the good stuff, the really good stuff that will sell... that's the stuff that people will wear.

    The Armory for D3 will eventually become a hacker's catalog. A list of potential targets to hack into and steal gear of any worth. Someone who devotes real time and money into their D3 account will have to be extensively vigilant against people trying to take control of their account... even moreso than in WoW.

    Soulbinding in WoW is one of the few things that makes the armory somewhat safe there. Anything that's publicly visible is really of no worth to a hacker. And what you see from an armory profile really doesn't give a clear picture of the account's worth.

    On Diablo 3, an armory profile would pretty much display your account's worth. Good gear is one thing, but say if you logged out in the D3 equivalent of a MF pumped farming gear from D2... there's another give-away that the account might be worthwhile to hack.
    Posted in: News & Announcements
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